1 | #! perl |
1 | #! perl |
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. |
5 | |
5 | |
6 | our $DEACTIVATE_TIMEOUT = 60; # number of seconds after which maps get deactivated to save cpu |
6 | 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 |
7 | our $SWAP_TIMEOUT = 50; # number of seconds after which maps inactive get swapped out |
8 | our $SCHEDULE_INTERVAL = 8; # time the map scheduler sleeps between runs |
8 | our $SCHEDULE_INTERVAL = 2; # time the map scheduler sleeps between runs |
9 | our $SAVE_TIMEOUT = 60; # save maps every n seconds |
9 | our $SAVE_TIMEOUT = 30; # save maps every n seconds |
10 | our $SAVE_INTERVAL = 0.4; # save at max. one map every $SAVE_HOLD |
10 | our $SAVE_INTERVAL = 0.3; # save at max. one map every $SAVE_INTERVAL |
11 | |
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12 | $DEACTIVATE_TIMEOUT = 3;#d# |
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13 | $SWAP_TIMEOUT = 5;#d# |
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14 | $SCHEDULE_INTERVAL = 1; |
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15 | |
11 | |
16 | our $SCHEDULER = cf::coro { |
12 | our $SCHEDULER = cf::coro { |
17 | while () { |
13 | while () { |
18 | Coro::Timer::sleep $SCHEDULE_INTERVAL; |
14 | Coro::Timer::sleep $SCHEDULE_INTERVAL; |
19 | |
15 | |
20 | for my $map (values %cf::MAP) { |
16 | # this weird form of iteration over values is used because |
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17 | # the hash changes underneath us frequently, and for |
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18 | # keeps a direct reference to the value without (in 5.8 perls) |
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19 | # keeping a reference, so this is prone to crashes or worse. |
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20 | my @maps = keys %cf::MAP; |
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21 | for (@maps) { |
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22 | my $map = $cf::MAP{$_} |
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23 | or next; |
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24 | $map->valid or next; |
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25 | |
21 | eval { |
26 | eval { |
22 | next if $map->players; |
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23 | my $last_access = $map->last_access; |
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24 | # not yet, because maps might become visible to players nearby |
27 | # not yet, because maps might become visible to players nearby |
25 | # we need a tiled meta map for this to work |
28 | # we need to remove the map from %cf::MAP and all tiled map links |
26 | # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { |
29 | # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { |
27 | # $map->deactivate; |
30 | # $map->deactivate; |
28 | # delete $map->{active}; |
31 | # delete $map->{active}; |
29 | # } |
32 | # } |
30 | if ($map->should_reset) { |
33 | if ($map->should_reset) { |
31 | $map->reset; |
34 | $map->reset; |
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35 | } elsif ($map->in_memory == cf::MAP_IN_MEMORY) { |
32 | } elsif ($last_access + $SWAP_TIMEOUT <= $cf::RUNTIME) { |
36 | if ($map->last_access + $SWAP_TIMEOUT <= $cf::RUNTIME && !$map->players) { |
33 | $map->swap_out; |
37 | $map->swap_out; |
34 | Coro::Timer::sleep $SAVE_INTERVAL; |
38 | Coro::Timer::sleep $SAVE_INTERVAL; |
35 | } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
39 | } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
36 | $map->save; |
40 | $map->save; |
37 | Coro::Timer::sleep $SAVE_INTERVAL; |
41 | Coro::Timer::sleep $SAVE_INTERVAL; |
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42 | } |
38 | } |
43 | } |
39 | }; |
44 | }; |
40 | warn $@ if $@; |
45 | warn $@ if $@; |
41 | Coro::cede; |
46 | Coro::cede; |
42 | } |
47 | }; |
43 | } |
48 | } |
44 | }; |
49 | }; |
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50 | |
45 | $SCHEDULER->prio (-2); |
51 | $SCHEDULER->prio (-2); |
46 | |
52 | |