… | |
… | |
294 | |
294 | |
295 | my $pl = $ob->contr; |
295 | my $pl = $ob->contr; |
296 | |
296 | |
297 | # update respawn position |
297 | # update respawn position |
298 | $pl->savebed ($bed->map->path, $bed->x, $bed->y); |
298 | $pl->savebed ($bed->map->path, $bed->x, $bed->y); |
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299 | cf::async { $pl->save }; |
299 | |
300 | |
300 | $pl->killer ("left"); |
301 | $pl->killer ("left"); |
301 | $ob->check_score; |
302 | $ob->check_score; |
302 | |
303 | |
303 | $ob->reply (undef, "In the future, you will wake up here when you die."); |
304 | $ob->reply (undef, "In the future, you will wake up here when you die."); |
… | |
… | |
338 | on_addme => \&addme, |
339 | on_addme => \&addme, |
339 | ); |
340 | ); |
340 | |
341 | |
341 | ############################################################################# |
342 | ############################################################################# |
342 | |
343 | |
343 | our $SCHEDULE_INTERVAL = 10; # time the player scheduler sleeps between runs |
344 | our $SCHEDULE_INTERVAL = 10; # time the player scheduler sleeps between runs |
344 | our $SAVE_TIMEOUT = 200; # save players every n seconds |
345 | our $SAVE_TIMEOUT = 20; # save players every n seconds |
345 | our $SAVE_INTERVAL = 1.1; # save at max. one player every $SAVE_INTERVAL |
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|
346 | |
346 | |
347 | our $SCHEDULER = cf::async_ext { |
347 | our $SCHEDULER = cf::async_ext { |
348 | while () { |
348 | while () { |
349 | Coro::Timer::sleep $SCHEDULE_INTERVAL; |
349 | Coro::Timer::sleep $SCHEDULE_INTERVAL; |
350 | |
350 | |
… | |
… | |
358 | or next; |
358 | or next; |
359 | $pl->valid or next; |
359 | $pl->valid or next; |
360 | |
360 | |
361 | eval { |
361 | eval { |
362 | if ($pl->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
362 | if ($pl->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
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|
363 | $cf::WAIT_FOR_TICK_ONE->wait; |
363 | $pl->save; |
364 | $pl->save; |
364 | Coro::Timer::sleep $SAVE_INTERVAL; |
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|
365 | } |
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|
366 | |
365 | |
367 | unless ($pl->active) { |
366 | unless ($pl->active) { |
368 | # check refcounts, this is tricky and needs to be adjusted to fit server internals |
367 | # check refcounts, this is tricky and needs to be adjusted to fit server internals |
369 | my $ob = $pl->ob; |
368 | my $ob = $pl->ob; |
370 | Scalar::Util::weaken $pl; |
369 | Scalar::Util::weaken $pl; |
371 | Scalar::Util::weaken $ob; |
370 | Scalar::Util::weaken $ob; |
372 | my $a_ = $pl->refcnt; |
371 | my $a_ = $pl->refcnt;#d# |
373 | my $b_ = $ob->refcnt; |
372 | my $b_ = $ob->refcnt;#d# |
374 | my $pl_ref = $pl->refcnt_cnt; |
373 | my $pl_ref = $pl->refcnt_cnt; |
375 | my $ob_ref = $ob->refcnt_cnt; |
374 | my $ob_ref = $ob->refcnt_cnt; |
376 | |
375 | |
377 | if ($pl_ref == 2 && $ob_ref == 1) { |
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|
378 | warn "player-scheduler destroy ", $ob->name;#d# |
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|
379 | #delete $cf::PLAYER{$ob->name}; |
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|
380 | ## pl_ref == one from object + one from cf::PLAYER |
376 | ## pl_ref == one from object + one from cf::PLAYER |
381 | ## ob_ref == one from simply being an object |
377 | ## ob_ref == one from simply being an object |
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|
378 | if ($pl_ref == 2 && $ob_ref == 1) { |
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|
379 | warn "player-scheduler destroy ", $ob->name;#d# |
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380 | |
|
|
381 | # remove from sight and get fresh "copies" |
|
|
382 | $pl = delete $cf::PLAYER{$ob->name}; |
|
|
383 | $ob = $pl->ob; |
|
|
384 | |
382 | #$ob->destroy; |
385 | $ob->destroy; |
383 | #$pl->destroy; |
386 | $pl->destroy; |
384 | } else { |
387 | } else { |
385 | warn "player-scheduler refcnt ", $ob->name, " $pl_ref,$a_ $ob_ref,$b_\n";#d# |
388 | warn "player-scheduler refcnt ", $ob->name, " $pl_ref,$a_ $ob_ref,$b_\n";#d# |
|
|
389 | } |
386 | } |
390 | } |
387 | } |
391 | } |
388 | }; |
392 | }; |
389 | warn $@ if $@; |
393 | warn $@ if $@; |
390 | Coro::cede; |
394 | Coro::cede; |