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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 1.47 by root, Tue Apr 15 14:21:04 2008 UTC vs.
Revision 1.56 by root, Wed May 4 07:36:40 2011 UTC

9our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || 5; # time the map scheduler sleeps between runs 9our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || 5; # time the map scheduler sleeps between runs
10our $SAVE_TIMEOUT = $cf::CFG{save_timeout} || 30; # save maps every n seconds 10our $SAVE_TIMEOUT = $cf::CFG{save_timeout} || 30; # save maps every n seconds
11our $SWAP_LOAD1 = $cf::CFG{swap_load1} || .1; # start aggressively swapping at this load 11our $SWAP_LOAD1 = $cf::CFG{swap_load1} || .1; # start aggressively swapping at this load
12our $SWAP_LOAD2 = $cf::CFG{swap_load2} || .6; # swap as fast as possible at this load 12our $SWAP_LOAD2 = $cf::CFG{swap_load2} || .6; # swap as fast as possible at this load
13 13
14cf::async_ext { 14sub reload {
15 $Coro::current->{desc} = "startup map scanner"; 15 local $Coro::current->{desc} = "startup map scanner";
16 $Coro::current->prio (Coro::PRIO_MIN); 16 $Coro::current->prio (Coro::PRIO_MIN);
17 17
18 # load the header of swapped-out maps. 18 # load the header of swapped-out maps.
19 # this is not a correctness issue, it simply saves diskspace 19 # this is not a correctness issue, it simply saves diskspace
20 # because old files will get cleaned up on reset time 20 # because old files will get cleaned up on reset time
21 Coro::Timer::sleep 0.25;
22 21
23 for my $path (@{ cf::map::tmp_maps or [] }, @{ cf::map::random_maps or [] }) { 22 for my $path (@{ cf::map::tmp_maps or [] }, @{ cf::map::random_maps or [] }) {
24 cf::cede_to_tick;
25 cf::map::find $path; 23 cf::map::find $path;
26 } 24 }
27 25
28 # now hunt for resettable per-player maps 26 # now hunt for resettable per-player maps
29 for my $login (@{ cf::player::list_logins or [] }) { 27 for my $login (@{ cf::player::list_logins or [] }) {
30 for my $path (@{ cf::player::maps $login or [] }) { 28 for my $path (@{ cf::player::maps $login or [] }) {
31 cf::cede_to_tick;
32
33 $path =~ /^~[^\/]+(\/.*)$/ 29 $path =~ /^~[^\/]+(\/.*)$/
34 or next; # doh 30 or next; # doh
35 31
36 my $base = cf::map::find $1; 32 my $base = cf::map::find $1;
37 33
48 warn "found noreset map with resettable base map, resetting: $path\n"; 44 warn "found noreset map with resettable base map, resetting: $path\n";
49 delete $map->{deny_reset}; 45 delete $map->{deny_reset};
50 } 46 }
51 } 47 }
52 } 48 }
53}; 49}
54 50
55our $SCHEDULER = cf::async_ext { 51cf::post_init {
56 $Coro::current->{desc} = "map scheduler"; 52 cf::async { reload };
57 $Coro::current->prio (Coro::PRIO_MAX);
58 53
59 while () { 54 our $SCHEDULER = cf::async_ext {
60 if ($cf::LOADAVG > $SWAP_LOAD2) { 55 $Coro::current->{desc} = "map scheduler";
61 cf::wait_for_tick; 56 $Coro::current->prio (Coro::PRIO_MAX);
62 } else {
63 Coro::EV::timer_once $SCHEDULE_INTERVAL;
64 }
65 57
66 # this weird form of iteration over values is used because 58 while () {
67 # the hash changes underneath us frequently, and for 59 if ($cf::LOADAVG > $SWAP_LOAD2) {
68 # keeps a direct reference to the value without (in 5.8 perls) 60 cf::wait_for_tick;
69 # keeping a reference, so this is prone to crashes or worse. 61 } else {
70 my @maps = keys %cf::MAP; 62 Coro::EV::timer_once $SCHEDULE_INTERVAL;
71 for (@maps) { 63 }
72 my $map = $cf::MAP{$_}
73 or next;
74 $map->valid or next;
75 64
65 # this weird form of iteration over values is used because
66 # the hash changes underneath us frequently, and 'for'
67 # keeps a direct reference to the value without (in 5.8 perls)
68 # keeping a reference, so this is prone to crashes or worse.
69 my @maps = keys %cf::MAP;
70 for (@maps) {
71 my $map = $cf::MAP{$_}
72 or next;
73 $map->valid or next;
74
76 eval { 75 eval {
77 # not yet, because maps might become visible to players nearby 76 # not yet, because maps might become visible to players nearby
78 # we need to remove the map from %cf::MAP and all tiled map links 77 # we need to remove the map from %cf::MAP and all tiled map links
79# if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { 78# if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) {
80# $map->deactivate; 79# $map->deactivate;
81# delete $map->{active}; 80# delete $map->{active};
82# } 81# }
83 if ($map->should_reset) { 82 if ($map->should_reset) {
84 $map->reset; 83 $map->reset;
85 } elsif ($map->in_memory == cf::MAP_ACTIVE) { 84 } elsif ($map->linkable) {
86 my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, $cf::TICK * 1.5), 85 my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, $cf::TICK * 1.5),
87 $cf::TICK * 1.5, $SWAP_TIMEOUT; 86 $cf::TICK * 1.5, $SWAP_TIMEOUT;
88 87
89 if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { 88 if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) {
90 $map->swap_out; 89 $map->swap_out;
91 } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { 90 } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) {
92 $map->save; 91 $map->save;
93 $map->{last_save} -= rand; # randomise map save times a bit 92 $map->{last_save} -= cf::rndm; # randomise map save times a bit
93 }
94 } 94 }
95 } 95 };
96 warn $@ if $@;
97 cf::cede_to_tick;
96 }; 98 };
97 warn $@ if $@;
98 cf::cede_to_tick;
99 }; 99 }
100 } 100 };
101
102 $SCHEDULER->prio (-2);
101}; 103};
102 104
103$SCHEDULER->prio (-2); 105# purely for debugging, will load ALL maps
106sub loadall {
107 my $maps = cf::map::static_maps;
104 108
109 for my $path (@$maps) {
110 my $map = cf::map::find $path
111 or warn "ERROR: unable to find map $path\n";
112 $map->load;
113 }
114}
115

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