1 | #! perl # MANDATORY |
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 | |
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17 | # load the header of swapped-out maps. |
17 | # load the header of swapped-out maps. |
18 | # this is not a correctness issue, it simply saves diskspace |
18 | # this is not a correctness issue, it simply saves diskspace |
19 | # because old files will get cleaned up on reset time |
19 | # because old files will get cleaned up on reset time |
20 | Coro::Timer::sleep 0.25; |
20 | Coro::Timer::sleep 0.25; |
21 | |
21 | |
22 | for my $map (@{ cf::map::tmp_maps or [] }) { |
22 | for my $path (@{ cf::map::tmp_maps or [] }, @{ cf::map::random_maps or [] }) { |
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23 | cf::cede_to_tick; |
23 | cf::map::find $map; |
24 | cf::map::find $path; |
24 | cf::wait_for_tick; Coro::cede; |
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25 | } |
25 | } |
26 | |
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27 | #TODO: should also preload random maps... |
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28 | |
26 | |
29 | # now hunt for resettable per-player maps |
27 | # now hunt for resettable per-player maps |
30 | for my $login (@{ cf::player::list_logins or [] }) { |
28 | for my $login (@{ cf::player::list_logins or [] }) { |
31 | for my $path (@{ cf::player::maps $login or [] }) { |
29 | for my $path (@{ cf::player::maps $login or [] }) { |
32 | Coro::cede; |
30 | cf::cede_to_tick; |
33 | |
31 | |
34 | $path =~ /^~[^\/]+(\/.*)$/ |
32 | $path =~ /^~[^\/]+(\/.*)$/ |
35 | or next; # doh |
33 | or next; # doh |
36 | |
34 | |
37 | my $base = cf::map::find $1; |
35 | my $base = cf::map::find $1; |
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42 | |
40 | |
43 | # skip unresettable maps, for speed |
41 | # skip unresettable maps, for speed |
44 | next if $base->{deny_reset}; |
42 | next if $base->{deny_reset}; |
45 | |
43 | |
46 | my $map = cf::map::find $path; |
44 | my $map = cf::map::find $path; |
47 | cf::wait_for_tick; |
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48 | |
45 | |
49 | if ($map->{deny_reset}) { |
46 | if ($map->{deny_reset}) { |
50 | warn "found noreset map with resettable base map, resetting: $path\n"; |
47 | warn "found noreset map with resettable base map, resetting: $path\n"; |
51 | delete $map->{deny_reset}; |
48 | delete $map->{deny_reset}; |
52 | } |
49 | } |
53 | } |
50 | } |
54 | } |
51 | } |
55 | }; |
52 | }; |
56 | |
53 | |
57 | our $SCHEDULER = cf::async_ext { |
54 | our $SCHEDULER = cf::async_ext { |
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55 | my $timer = Coro::Event->timer (after => 1); |
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56 | |
58 | while () { |
57 | while () { |
59 | Coro::Event::do_timer (after => $SCHEDULE_INTERVAL) |
58 | $timer->interval ($SCHEDULE_INTERVAL); |
60 | unless $cf::LOADAVG > $SWAP_LOAD2; |
59 | $timer->next unless $cf::LOADAVG > $SWAP_LOAD2; |
61 | |
60 | |
62 | # this weird form of iteration over values is used because |
61 | # this weird form of iteration over values is used because |
63 | # the hash changes underneath us frequently, and for |
62 | # the hash changes underneath us frequently, and for |
64 | # keeps a direct reference to the value without (in 5.8 perls) |
63 | # keeps a direct reference to the value without (in 5.8 perls) |
65 | # keeping a reference, so this is prone to crashes or worse. |
64 | # keeping a reference, so this is prone to crashes or worse. |
… | |
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77 | # delete $map->{active}; |
76 | # delete $map->{active}; |
78 | # } |
77 | # } |
79 | if ($map->should_reset) { |
78 | if ($map->should_reset) { |
80 | $map->reset; |
79 | $map->reset; |
81 | } elsif ($map->in_memory == cf::MAP_IN_MEMORY) { |
80 | } elsif ($map->in_memory == cf::MAP_IN_MEMORY) { |
82 | my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, 0), 0, $SWAP_TIMEOUT; |
81 | my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, $cf::TICK * 1.5), |
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82 | $cf::TICK * 1.5, $SWAP_TIMEOUT; |
83 | |
83 | |
84 | if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { |
84 | if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { |
85 | $map->swap_out; |
85 | $map->swap_out; |
86 | cf::wait_for_tick unless $cf::LOADAVG > $SWAP_LOAD2; |
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87 | } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
86 | } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
88 | $map->save; |
87 | $map->save; |
89 | cf::wait_for_tick unless $cf::LOADAVG > $SWAP_LOAD2; |
88 | $map->{last_save} -= rand; # randomise map save times a bit |
90 | } |
89 | } |
91 | } |
90 | } |
92 | }; |
91 | }; |
93 | warn $@ if $@; |
92 | warn $@ if $@; |
94 | cf::cede_to_tick; |
93 | cf::cede_to_tick; |