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/cvs/deliantra/server/ext/map-scheduler.ext
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Comparing deliantra/server/ext/map-scheduler.ext (file contents):
Revision 1.1 by root, Mon Jan 1 11:21:54 2007 UTC vs.
Revision 1.36 by root, Sun Jun 10 04:24:50 2007 UTC

1#! perl 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 6
6our $DEACTIVATE_TIMEOUT = 60; # number of seconds after which maps get deactivated to save cpu 7#our $DEACTIVATE_TIMEOUT = 20; # number of seconds after which maps get deactivated to save cpu
7our $SWAP_TIMEOUT = 600; # number of seconds after which maps inactive get swapped out 8our $SWAP_TIMEOUT = $cf::CFG{swap_timeout} || 300; # number of seconds after which inactive maps get swapped out
8our $SCHEDULE_INTERVAL = 8; # time the map scheduler sleeps between runs 9our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || .8; # time the map scheduler sleeps between runs
9our $SAVE_TIMEOUT = 60; # save maps every n seconds 10our $SAVE_TIMEOUT = $cf::CFG{save_timeout} || 30; # save maps every n seconds
10our $SAVE_INTERVAL = 0.4; # save at max. one map every $SAVE_HOLD 11our $SWAP_LOAD1 = $cf::CFG{swap_load1} || .1; # start aggressively swapping at this load
12our $SWAP_LOAD2 = $cf::CFG{swap_load2} || .4; # swap as fast as possible at this load
11 13
12$DEACTIVATE_TIMEOUT = 3;#d# 14cf::async_ext {
13$SWAP_TIMEOUT = 5;#d# 15 $Coro::current->prio (Coro::PRIO_MIN);
14$SCHEDULE_INTERVAL = 1;
15 16
17 # load the header of swapped-out maps.
18 # this is not a correctness issue, it simply saves diskspace
19 # because old files will get cleaned up on reset time
20 Coro::Timer::sleep 0.25;
21
22 for my $path (@{ cf::map::tmp_maps or [] }, @{ cf::map::random_maps or [] }) {
23 cf::map::find $path;
24 cf::wait_for_tick; Coro::cede;
25 }
26
27 # now hunt for resettable per-player maps
28 for my $login (@{ cf::player::list_logins or [] }) {
29 for my $path (@{ cf::player::maps $login or [] }) {
30 Coro::cede;
31
32 $path =~ /^~[^\/]+(\/.*)$/
33 or next; # doh
34
35 my $base = cf::map::find $1;
36
37 # skip maps without base maps on the assumption
38 # that those are old, unresettable maps
39 next unless $base;
40
41 # skip unresettable maps, for speed
42 next if $base->{deny_reset};
43
44 my $map = cf::map::find $path;
45 cf::wait_for_tick;
46
47 if ($map->{deny_reset}) {
48 warn "found noreset map with resettable base map, resetting: $path\n";
49 delete $map->{deny_reset};
50 }
51 }
52 }
53};
54
16our $SCHEDULER = cf::coro { 55our $SCHEDULER = cf::async_ext {
17 while () { 56 while () {
18 Coro::Timer::sleep $SCHEDULE_INTERVAL; 57 Coro::Event::do_timer (after => $SCHEDULE_INTERVAL)
58 unless $cf::LOADAVG > $SWAP_LOAD2;
19 59
20 for my $map (values %cf::MAP) { 60 # this weird form of iteration over values is used because
61 # the hash changes underneath us frequently, and for
62 # keeps a direct reference to the value without (in 5.8 perls)
63 # keeping a reference, so this is prone to crashes or worse.
64 my @maps = keys %cf::MAP;
65 for (@maps) {
66 my $map = $cf::MAP{$_}
67 or next;
68 $map->valid or next;
69
21 eval { 70 eval {
22 next if $map->in_memory != cf::MAP_IN_MEMORY;
23 next if $map->players;
24 my $last_access = $map->last_access;
25 # not yet, because maps might become visible to players nearby 71 # not yet, because maps might become visible to players nearby
26 # we need a tiled meta map for this to work 72 # we need to remove the map from %cf::MAP and all tiled map links
27# if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { 73# if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) {
28# $map->deactivate; 74# $map->deactivate;
29# delete $map->{active}; 75# delete $map->{active};
30# } 76# }
31 if ($map->should_reset) { 77 if ($map->should_reset) {
32 $map->reset; 78 $map->reset;
33 } elsif ($last_access + $SWAP_TIMEOUT <= $cf::RUNTIME) { 79 } elsif ($map->in_memory == cf::MAP_IN_MEMORY) {
80 my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, 0), 0, $SWAP_TIMEOUT;
81
82 if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) {
34 $map->swap_out; 83 $map->swap_out;
35 Coro::Timer::sleep $SAVE_INTERVAL; 84 cf::wait_for_tick unless $cf::LOADAVG > $SWAP_LOAD2;
36 } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { 85 } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) {
37 $map->save; 86 $map->save;
38 Coro::Timer::sleep $SAVE_INTERVAL; 87 cf::wait_for_tick unless $cf::LOADAVG > $SWAP_LOAD2;
88 }
39 } 89 }
40 }; 90 };
41 warn $@ if $@; 91 warn $@ if $@;
42 Coro::cede; 92 cf::cede_to_tick;
43 } 93 };
44 } 94 }
45}; 95};
96
46$SCHEDULER->prio (-2); 97$SCHEDULER->prio (-2);
47 98

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