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. |
5 | # it also contains the map prefetching logic |
5 | # it also contains the map prefetching logic |
6 | |
6 | |
7 | our $DEACTIVATE_TIMEOUT = 20; # 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 |
8 | our $SWAP_TIMEOUT = 35; # 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 |
9 | our $SCHEDULE_INTERVAL = 2; # time the map scheduler sleeps between runs |
9 | our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || .8; # time the map scheduler sleeps between runs |
10 | our $SAVE_TIMEOUT = 20; # save maps every n seconds |
10 | our $SAVE_TIMEOUT = $cf::CFG{save_timeout} || 30; # save maps every n seconds |
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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 |
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13 | |
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14 | warn "load1 ", $SWAP_LOAD1;#d# |
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15 | warn "load2 ", $SWAP_LOAD2;#d# |
11 | |
16 | |
12 | cf::async_ext { |
17 | cf::async_ext { |
13 | $Coro::current->prio (Coro::PRIO_MIN); |
18 | $Coro::current->prio (Coro::PRIO_MIN); |
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19 | |
14 | # load the header of swapped-out maps. |
20 | # load the header of swapped-out maps. |
15 | # this is not a correctness issue, it simply saves diskspace |
21 | # this is not a correctness issue, it simply saves diskspace |
16 | # because old files will get cleaned up on reset time |
22 | # because old files will get cleaned up on reset time |
17 | Coro::Timer::sleep 1; |
23 | Coro::Timer::sleep 0.25; |
18 | |
24 | |
19 | my $files = Coro::AIO::aio_readdir cf::localdir . "/" . cf::tmpdir; |
25 | for my $path (@{ cf::map::tmp_maps or [] }, @{ cf::map::random_maps or [] }) { |
20 | |
26 | cf::cede_to_tick; |
21 | for my $map (@$files) { |
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22 | utf8::decode $map; |
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23 | next if $map =~ /\.(?:pst|meta)$/; |
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24 | $map =~ s/∕/\//g; |
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25 | cf::map::find $map; |
27 | cf::map::find $path; |
26 | Coro::Timer::sleep 0.3; |
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27 | } |
28 | } |
28 | |
29 | |
29 | #TODO: should also preload random maps... |
30 | # now hunt for resettable per-player maps |
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31 | for my $login (@{ cf::player::list_logins or [] }) { |
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32 | for my $path (@{ cf::player::maps $login or [] }) { |
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33 | cf::cede_to_tick; |
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34 | |
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35 | $path =~ /^~[^\/]+(\/.*)$/ |
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36 | or next; # doh |
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37 | |
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38 | my $base = cf::map::find $1; |
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39 | |
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40 | # skip maps without base maps on the assumption |
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41 | # that those are old, unresettable maps |
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42 | next unless $base; |
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43 | |
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44 | # skip unresettable maps, for speed |
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45 | next if $base->{deny_reset}; |
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46 | |
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47 | my $map = cf::map::find $path; |
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48 | |
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49 | if ($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 | } |
30 | }; |
55 | }; |
31 | |
56 | |
32 | our $SCHEDULER = cf::async_ext { |
57 | our $SCHEDULER = cf::async_ext { |
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58 | my $timer = Coro::Event->timer (after => 1); |
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59 | |
33 | while () { |
60 | while () { |
34 | Coro::Timer::sleep $SCHEDULE_INTERVAL; |
61 | $timer->interval ($SCHEDULE_INTERVAL); |
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62 | $timer->next unless $cf::LOADAVG > $SWAP_LOAD2; |
35 | |
63 | |
36 | # this weird form of iteration over values is used because |
64 | # this weird form of iteration over values is used because |
37 | # the hash changes underneath us frequently, and for |
65 | # the hash changes underneath us frequently, and for |
38 | # keeps a direct reference to the value without (in 5.8 perls) |
66 | # keeps a direct reference to the value without (in 5.8 perls) |
39 | # keeping a reference, so this is prone to crashes or worse. |
67 | # keeping a reference, so this is prone to crashes or worse. |
… | |
… | |
51 | # delete $map->{active}; |
79 | # delete $map->{active}; |
52 | # } |
80 | # } |
53 | if ($map->should_reset) { |
81 | if ($map->should_reset) { |
54 | $map->reset; |
82 | $map->reset; |
55 | } elsif ($map->in_memory == cf::MAP_IN_MEMORY) { |
83 | } elsif ($map->in_memory == cf::MAP_IN_MEMORY) { |
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84 | my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, 0), 0, $SWAP_TIMEOUT; |
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85 | |
56 | if ($map->last_access + $SWAP_TIMEOUT <= $cf::RUNTIME && !$map->players) { |
86 | if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { |
57 | $cf::WAIT_FOR_TICK_ONE->wait; |
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58 | $map->swap_out; |
87 | $map->swap_out; |
59 | } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
88 | } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
60 | $cf::WAIT_FOR_TICK_ONE->wait; |
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61 | $map->save; |
89 | $map->save; |
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90 | $map->{last_save} -= rand; # randomise map save times a bit |
62 | } |
91 | } |
63 | } |
92 | } |
64 | }; |
93 | }; |
65 | warn $@ if $@; |
94 | warn $@ if $@; |
66 | Coro::cede; |
95 | cf::cede_to_tick; |
67 | }; |
96 | }; |
68 | } |
97 | } |
69 | }; |
98 | }; |
70 | |
99 | |
71 | $SCHEDULER->prio (-2); |
100 | $SCHEDULER->prio (-2); |
72 | |
101 | |
73 | # map load prefetch for tiled maps, possibly exits, too |
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74 | cf::map->attach ( |
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75 | on_enter => sub { |
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76 | my ($map, $pl) = @_; |
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77 | |
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78 | (cf::async { |
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79 | my @diag; # diagonal neighbours |
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80 | |
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81 | for (0 .. 3) { |
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82 | my $neigh = $map->tile_path ($_) |
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83 | or next; |
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84 | $neigh = cf::map::find $neigh, $map |
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85 | or next; |
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86 | $neigh->load; |
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87 | |
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88 | push @diag, [$neigh->tile_path (($_ + 3) % 4), $neigh], |
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89 | [$neigh->tile_path (($_ + 1) % 4), $neigh]; |
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90 | } |
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91 | |
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92 | for (@diag) { |
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93 | my $neigh = cf::map::find @$_ |
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94 | or next; |
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95 | $neigh->load; |
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96 | } |
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97 | })->prio (2); |
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98 | # higher prio because prefetching is very important |
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99 | # as it prefetches maps that can make the server block |
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100 | }, |
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101 | ); |
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102 | |
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