--- deliantra/server/ext/map-scheduler.ext 2007/01/01 16:50:09 1.5 +++ deliantra/server/ext/map-scheduler.ext 2007/01/09 21:32:42 1.20 @@ -2,20 +2,48 @@ # this extension swaps out maps and resets them, in essence managing # the reset/swap policy of the server. +# it also contains the map prefetching logic -our $DEACTIVATE_TIMEOUT = 60; # number of seconds after which maps get deactivated to save cpu -our $SWAP_TIMEOUT = 70; # number of seconds after which maps inactive get swapped out -our $SCHEDULE_INTERVAL = 5; # time the map scheduler sleeps between runs -our $SAVE_TIMEOUT = 40; # save maps every n seconds -our $SAVE_INTERVAL = 0.4; # save at max. one map every $SAVE_INTERVAL +our $DEACTIVATE_TIMEOUT = 20; # number of seconds after which maps get deactivated to save cpu +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 = 20; # save maps every n seconds + +cf::async_ext { + $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 1; + + my $files = Coro::AIO::aio_readdir cf::localdir . "/" . cf::tmpdir; + + for my $map (@$files) { + utf8::decode $map; + next if $map =~ /\.(?:pst|meta)$/; + $map =~ s/∕/\//g; + cf::map::find $map; + Coro::Timer::sleep 0.3; + } + + #TODO: should also preload random maps... +}; -our $SCHEDULER = cf::coro { +our $SCHEDULER = cf::async_ext { while () { Coro::Timer::sleep $SCHEDULE_INTERVAL; - for my $map (values %cf::MAP) { + # 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 { - next if $map->players; # not yet, because maps might become visible to players nearby # we need to remove the map from %cf::MAP and all tiled map links # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { @@ -25,20 +53,50 @@ if ($map->should_reset) { $map->reset; } elsif ($map->in_memory == cf::MAP_IN_MEMORY) { - if ($map->last_access + $SWAP_TIMEOUT <= $cf::RUNTIME) { + if ($map->last_access + $SWAP_TIMEOUT <= $cf::RUNTIME && !$map->players) { + $cf::WAIT_FOR_TICK_ONE->wait; $map->swap_out; - Coro::Timer::sleep $SAVE_INTERVAL; } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { + $cf::WAIT_FOR_TICK_ONE->wait; $map->save; - Coro::Timer::sleep $SAVE_INTERVAL; } } }; warn $@ if $@; Coro::cede; - } + }; } }; $SCHEDULER->prio (-2); +# map load prefetch for tiled maps, possibly exits, too +cf::map->attach ( + on_enter => sub { + my ($map, $pl) = @_; + + (cf::async { + my @diag; # diagonal neighbours + + for (0 .. 3) { + my $neigh = $map->tile_path ($_) + or next; + $neigh = cf::map::find $neigh, $map + or next; + $neigh->load; + + push @diag, [$neigh->tile_path (($_ + 3) % 4), $neigh], + [$neigh->tile_path (($_ + 1) % 4), $neigh]; + } + + for (@diag) { + my $neigh = cf::map::find @$_ + or next; + $neigh->load; + } + })->prio (2); + # higher prio because prefetching is very important + # as it prefetches maps that can make the server block + }, +); +