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#! perl # mandatory |
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|
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# this extension swaps out maps and resets them, in essence managing |
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# the reset/swap policy of the server. |
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# it also contains the map prefetching logic |
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|
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#our $DEACTIVATE_TIMEOUT = 20; # number of seconds after which maps get deactivated to save cpu |
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our $SWAP_TIMEOUT = $cf::CFG{swap_timeout} || 300; # number of seconds after which inactive maps get swapped out |
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our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || 2; # time the map scheduler sleeps between runs |
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our $SAVE_TIMEOUT = $cf::CFG{save_timeout} || 30; # save maps every n seconds |
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our $SWAP_LOAD1 = $cf::CFG{swap_load1} || .1; # start aggressively swapping at this load |
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our $SWAP_LOAD2 = $cf::CFG{swap_load2} || .4; # swap as fast as possible at this load |
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|
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cf::async_ext { |
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$Coro::current->{desc} = "startup map scanner"; |
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$Coro::current->prio (Coro::PRIO_MIN); |
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|
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# load the header of swapped-out maps. |
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# this is not a correctness issue, it simply saves diskspace |
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# because old files will get cleaned up on reset time |
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Coro::Timer::sleep 0.25; |
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|
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for my $path (@{ cf::map::tmp_maps or [] }, @{ cf::map::random_maps or [] }) { |
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cf::cede_to_tick; |
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cf::map::find $path; |
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} |
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|
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# now hunt for resettable per-player maps |
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for my $login (@{ cf::player::list_logins or [] }) { |
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for my $path (@{ cf::player::maps $login or [] }) { |
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cf::cede_to_tick; |
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|
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$path =~ /^~[^\/]+(\/.*)$/ |
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or next; # doh |
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|
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my $base = cf::map::find $1; |
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|
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# skip maps without base maps on the assumption |
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# that those are old, unresettable maps |
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next unless $base; |
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|
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# skip unresettable maps, for speed |
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next if $base->{deny_reset}; |
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|
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my $map = cf::map::find $path; |
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|
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if ($map->{deny_reset}) { |
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warn "found noreset map with resettable base map, resetting: $path\n"; |
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delete $map->{deny_reset}; |
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} |
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} |
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} |
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}; |
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|
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our $SCHEDULER = cf::async_ext { |
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$Coro::current->{desc} = "map scheduler"; |
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$Coro::current->prio (Coro::PRIO_MAX); |
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my $timer = Coro::Event->timer (data => cf::WF_AUTOCANCEL); |
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|
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while () { |
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if ($cf::LOADAVG > $SWAP_LOAD2) { |
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$timer->interval (0.05); |
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$timer->next; |
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cf::wait_for_tick; |
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} else { |
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$timer->interval ($SCHEDULE_INTERVAL); |
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$timer->next; |
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} |
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|
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# this weird form of iteration over values is used because |
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# the hash changes underneath us frequently, and for |
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# keeps a direct reference to the value without (in 5.8 perls) |
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# keeping a reference, so this is prone to crashes or worse. |
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my @maps = keys %cf::MAP; |
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for (@maps) { |
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my $map = $cf::MAP{$_} |
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or next; |
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$map->valid or next; |
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|
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eval { |
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# not yet, because maps might become visible to players nearby |
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# we need to remove the map from %cf::MAP and all tiled map links |
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# if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { |
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# $map->deactivate; |
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# delete $map->{active}; |
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# } |
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if ($map->should_reset) { |
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$map->reset; |
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} elsif ($map->in_memory == cf::MAP_IN_MEMORY) { |
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my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, $cf::TICK * 1.5), |
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$cf::TICK * 1.5, $SWAP_TIMEOUT; |
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|
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if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { |
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$map->swap_out; |
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} elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
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$map->save; |
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$map->{last_save} -= rand; # randomise map save times a bit |
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} |
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} |
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}; |
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warn $@ if $@; |
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cf::cede_to_tick; |
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}; |
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} |
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}; |
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|
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$SCHEDULER->prio (-2); |
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