--- deliantra/server/ext/map-scheduler.ext 2007/01/03 03:04:12 1.8 +++ deliantra/server/ext/map-scheduler.ext 2007/01/04 16:19:32 1.11 @@ -4,20 +4,25 @@ # the reset/swap policy of the server. our $DEACTIVATE_TIMEOUT = 20; # number of seconds after which maps get deactivated to save cpu -our $SWAP_TIMEOUT = 50; # number of seconds after which maps inactive get swapped out +our $SWAP_TIMEOUT = 35; # number of seconds after which maps inactive get swapped out our $SCHEDULE_INTERVAL = 2; # time the map scheduler sleeps between runs -our $SAVE_TIMEOUT = 30; # save maps every n seconds -our $SAVE_INTERVAL = 0.3; # save at max. one map every $SAVE_INTERVAL +our $SAVE_TIMEOUT = 20; # save maps every n seconds +our $SAVE_INTERVAL = 0.1; # save at max. one map every $SAVE_INTERVAL our $SCHEDULER = cf::coro { while () { Coro::Timer::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 @@ -45,3 +50,12 @@ $SCHEDULER->prio (-2); +# map load prefetch +cf::map->attach ( + on_enter => sub { + my ($map, $pl) = @_; + + # floodfill surrounging maps, asynchronously + }, +); +