1 | #! perl |
1 | #! perl # MANDATORY |
2 | |
2 | |
3 | # this extension swaps out maps and resets them, in essence managing |
3 | # this extension swaps out maps and resets them, in essence managing |
4 | # the reset/swap policy of the server. |
4 | # the reset/swap policy of the server. |
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5 | # it also contains the map prefetching logic |
5 | |
6 | |
6 | our $DEACTIVATE_TIMEOUT = 60; # number of seconds after which maps get deactivated to save cpu |
7 | #our $DEACTIVATE_TIMEOUT = 20; # number of seconds after which maps get deactivated to save cpu |
7 | our $SWAP_TIMEOUT = 600; # number of seconds after which maps inactive get swapped out |
8 | our $SWAP_TIMEOUT = $cf::CFG{swap_timeout} || 300; # number of seconds after which inactive maps get swapped out |
8 | our $SCHEDULE_INTERVAL = 8; # time the map scheduler sleeps between runs |
9 | our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || .8; # time the map scheduler sleeps between runs |
9 | our $SAVE_TIMEOUT = 60; # save maps every n seconds |
10 | our $SAVE_TIMEOUT = $cf::CFG{save_timeout} || 30; # save maps every n seconds |
10 | our $SAVE_INTERVAL = 0.4; # save at max. one map every $SAVE_HOLD |
11 | our $SWAP_LOAD1 = $cf::CFG{swap_load1} || .1; # start aggressively swapping at this load |
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12 | our $SWAP_LOAD2 = $cf::CFG{swap_load2} || .4; # swap as fast as possible at this load |
11 | |
13 | |
12 | $DEACTIVATE_TIMEOUT = 3;#d# |
14 | cf::async_ext { |
13 | $SWAP_TIMEOUT = 5;#d# |
15 | $Coro::current->prio (Coro::PRIO_MIN); |
14 | $SCHEDULE_INTERVAL = 1; |
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15 | |
16 | |
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17 | # load the header of swapped-out maps. |
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18 | # this is not a correctness issue, it simply saves diskspace |
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19 | # because old files will get cleaned up on reset time |
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20 | Coro::Timer::sleep 0.25; |
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21 | |
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22 | for my $map (@{ cf::map::tmp_maps or [] }) { |
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23 | cf::map::find $map; |
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24 | cf::wait_for_tick; Coro::cede; |
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25 | } |
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26 | |
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27 | #TODO: should also preload random maps... |
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28 | |
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29 | # now hunt for resettable per-player maps |
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30 | for my $login (@{ cf::player::list_logins or [] }) { |
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31 | for my $path (@{ cf::player::maps $login or [] }) { |
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32 | Coro::cede; |
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33 | |
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34 | $path =~ /^~[^\/]+(\/.*)$/ |
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35 | or next; # doh |
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36 | |
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37 | my $base = cf::map::find $1; |
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38 | |
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39 | # skip maps without base maps on the assumption |
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40 | # that those are old, unresettable maps |
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41 | next unless $base; |
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42 | |
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43 | # skip unresettable maps, for speed |
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44 | next if $base->{deny_reset}; |
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45 | |
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46 | my $map = cf::map::find $path; |
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47 | cf::wait_for_tick; |
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48 | |
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49 | if ($map->{deny_reset}) { |
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50 | warn "found noreset map with resettable base map, resetting: $path\n"; |
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51 | delete $map->{deny_reset}; |
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52 | } |
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53 | } |
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54 | } |
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55 | }; |
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56 | |
16 | our $SCHEDULER = cf::coro { |
57 | our $SCHEDULER = cf::async_ext { |
17 | while () { |
58 | while () { |
18 | Coro::Timer::sleep $SCHEDULE_INTERVAL; |
59 | Coro::Event::do_timer (after => $SCHEDULE_INTERVAL) |
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60 | unless $cf::LOADAVG > $SWAP_LOAD2; |
19 | |
61 | |
20 | for my $map (values %cf::MAP) { |
62 | # this weird form of iteration over values is used because |
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63 | # the hash changes underneath us frequently, and for |
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64 | # keeps a direct reference to the value without (in 5.8 perls) |
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65 | # keeping a reference, so this is prone to crashes or worse. |
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66 | my @maps = keys %cf::MAP; |
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67 | for (@maps) { |
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68 | my $map = $cf::MAP{$_} |
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69 | or next; |
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70 | $map->valid or next; |
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71 | |
21 | eval { |
72 | eval { |
22 | next if $map->players; |
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23 | my $last_access = $map->last_access; |
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24 | # not yet, because maps might become visible to players nearby |
73 | # not yet, because maps might become visible to players nearby |
25 | # we need a tiled meta map for this to work |
74 | # we need to remove the map from %cf::MAP and all tiled map links |
26 | # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { |
75 | # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { |
27 | # $map->deactivate; |
76 | # $map->deactivate; |
28 | # delete $map->{active}; |
77 | # delete $map->{active}; |
29 | # } |
78 | # } |
30 | if ($map->should_reset) { |
79 | if ($map->should_reset) { |
31 | $map->reset; |
80 | $map->reset; |
32 | } elsif ($last_access + $SWAP_TIMEOUT <= $cf::RUNTIME) { |
81 | } elsif ($map->in_memory == cf::MAP_IN_MEMORY) { |
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82 | my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, 0), 0, $SWAP_TIMEOUT; |
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83 | |
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84 | if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { |
33 | $map->swap_out; |
85 | $map->swap_out; |
34 | Coro::Timer::sleep $SAVE_INTERVAL; |
86 | cf::wait_for_tick unless $cf::LOADAVG > $SWAP_LOAD2; |
35 | } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
87 | } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
36 | $map->save; |
88 | $map->save; |
37 | Coro::Timer::sleep $SAVE_INTERVAL; |
89 | cf::wait_for_tick unless $cf::LOADAVG > $SWAP_LOAD2; |
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90 | } |
38 | } |
91 | } |
39 | }; |
92 | }; |
40 | warn $@ if $@; |
93 | warn $@ if $@; |
41 | Coro::cede; |
94 | cf::cede_to_tick; |
42 | } |
95 | }; |
43 | } |
96 | } |
44 | }; |
97 | }; |
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98 | |
45 | $SCHEDULER->prio (-2); |
99 | $SCHEDULER->prio (-2); |
46 | |
100 | |