--- deliantra/server/ext/map-scheduler.ext 2008/04/15 14:21:04 1.47 +++ deliantra/server/ext/map-scheduler.ext 2012/02/03 03:01:45 1.58 @@ -4,32 +4,28 @@ # the reset/swap policy of the server. # it also contains the map prefetching logic -#our $DEACTIVATE_TIMEOUT = 20; # number of seconds after which maps get deactivated to save cpu -our $SWAP_TIMEOUT = $cf::CFG{swap_timeout} || 300; # number of seconds after which inactive maps get swapped out -our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || 5; # time the map scheduler sleeps between runs -our $SAVE_TIMEOUT = $cf::CFG{save_timeout} || 30; # save maps every n seconds -our $SWAP_LOAD1 = $cf::CFG{swap_load1} || .1; # start aggressively swapping at this load -our $SWAP_LOAD2 = $cf::CFG{swap_load2} || .6; # swap as fast as possible at this load +#CONF DEACTIVATE_TIMEOUT = 20; # number of seconds after which maps get deactivated to save cpu +CONF SWAP_TIMEOUT = 300; # number of seconds after which inactive maps get swapped out +CONF SCHEDULE_INTERVAL = 5; # time the map scheduler sleeps between runs +CONF SAVE_TIMEOUT = 30; # save maps every n seconds +CONF SWAP_LOAD1 = .1; # start aggressively swapping at this load +CONF SWAP_LOAD2 = .6; # swap as fast as possible at this load -cf::async_ext { - $Coro::current->{desc} = "startup map scanner"; +sub reload { + local $Coro::current->{desc} = "startup map scanner"; $Coro::current->prio (Coro::PRIO_MIN); # load the header of swapped-out maps. # this is not a correctness issue, it simply saves diskspace # because old files will get cleaned up on reset time - Coro::Timer::sleep 0.25; for my $path (@{ cf::map::tmp_maps or [] }, @{ cf::map::random_maps or [] }) { - cf::cede_to_tick; cf::map::find $path; } # now hunt for resettable per-player maps for my $login (@{ cf::player::list_logins or [] }) { for my $path (@{ cf::player::maps $login or [] }) { - cf::cede_to_tick; - $path =~ /^~[^\/]+(\/.*)$/ or next; # doh @@ -50,55 +46,70 @@ } } } -}; +} -our $SCHEDULER = cf::async_ext { - $Coro::current->{desc} = "map scheduler"; - $Coro::current->prio (Coro::PRIO_MAX); - - while () { - if ($cf::LOADAVG > $SWAP_LOAD2) { - cf::wait_for_tick; - } else { - Coro::EV::timer_once $SCHEDULE_INTERVAL; - } +cf::post_init { + cf::async { reload }; + + our $SCHEDULER = cf::async_ext { + $Coro::current->{desc} = "map scheduler"; + $Coro::current->prio (Coro::PRIO_MAX); + + while () { + if ($cf::LOADAVG > $SWAP_LOAD2) { + cf::wait_for_tick; + } else { + Coro::AnyEvent::sleep $SCHEDULE_INTERVAL; + } - # this weird form of iteration over values is used because - # the hash changes underneath us frequently, and for - # keeps a direct reference to the value without (in 5.8 perls) - # keeping a reference, so this is prone to crashes or worse. - my @maps = keys %cf::MAP; - for (@maps) { - my $map = $cf::MAP{$_} - or next; - $map->valid or next; - - eval { - # not yet, because maps might become visible to players nearby - # we need to remove the map from %cf::MAP and all tiled map links + # this weird form of iteration over values is used because + # the hash changes underneath us frequently, and 'for' + # keeps a direct reference to the value without (in 5.8 perls) + # keeping a reference, so this is prone to crashes or worse. + my @maps = keys %cf::MAP; + for (@maps) { + my $map = $cf::MAP{$_} + or next; + $map->valid or next; + + eval { + # not yet, because maps might become visible to players nearby + # we need to remove the map from %cf::MAP and all tiled map links # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { # $map->deactivate; # delete $map->{active}; # } - if ($map->should_reset) { - $map->reset; - } elsif ($map->in_memory == cf::MAP_ACTIVE) { - my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, $cf::TICK * 1.5), - $cf::TICK * 1.5, $SWAP_TIMEOUT; - - if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { - $map->swap_out; - } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { - $map->save; - $map->{last_save} -= rand; # randomise map save times a bit + if ($map->should_reset) { + $map->reset; + } elsif ($map->linkable) { + my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, $cf::TICK * 1.5), + $cf::TICK * 1.5, $SWAP_TIMEOUT; + + if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { + $map->swap_out; + } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { + $map->save; + $map->{last_save} -= cf::rndm; # randomise map save times a bit + } } - } + }; + warn $@ if $@; + cf::cede_to_tick; }; - warn $@ if $@; - cf::cede_to_tick; - }; - } + } + }; + + $SCHEDULER->prio (-2); }; -$SCHEDULER->prio (-2); +# purely for debugging, will load ALL maps +sub loadall { + my $maps = cf::map::static_maps; + + for my $path (@$maps) { + my $map = cf::map::find $path + or warn "ERROR: unable to find map $path\n"; + $map->load; + } +}