--- deliantra/server/ext/map-scheduler.ext 2007/04/18 17:32:06 1.33 +++ deliantra/server/ext/map-scheduler.ext 2011/08/13 20:20:30 1.57 @@ -1,73 +1,115 @@ -#! perl # MANDATORY +#! perl # mandatory # 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 = 20; # number of seconds after which maps get deactivated to save cpu -our $SWAP_TIMEOUT = $cf::CFG{swap_timeout} || 40; # number of seconds after which maps inactive get swapped out -our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || 5; # time the map scheduler sleeps between runs -our $SAVE_TIMEOUT = $cf::CFG{save_timeout} || 20; # save maps every n seconds -our $MAX_ACTIVES = $cf::CFG{max_actives} || 200000; # swap aggressively when > this many objects are active +our $SWAP_TIMEOUT = $cf::CFG{swap_timeout} || 300; # number of seconds after which inactive maps get swapped out +our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || 5; # time the map scheduler sleeps between runs +our $SAVE_TIMEOUT = $cf::CFG{save_timeout} || 30; # save maps every n seconds +our $SWAP_LOAD1 = $cf::CFG{swap_load1} || .1; # start aggressively swapping at this load +our $SWAP_LOAD2 = $cf::CFG{swap_load2} || .6; # swap as fast as possible at this load -cf::async_ext { +sub reload { + local $Coro::current->{desc} = "startup map scanner"; $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::TMPDIR; + for my $path (@{ cf::map::tmp_maps or [] }, @{ cf::map::random_maps or [] }) { + cf::map::find $path; + } - for my $map (@$files) { - utf8::decode $map; - next if $map =~ /\.(?:pst|meta)$/; - cf::map::find $map; - cf::wait_for_tick; + # now hunt for resettable per-player maps + for my $login (@{ cf::player::list_logins or [] }) { + for my $path (@{ cf::player::maps $login or [] }) { + $path =~ /^~[^\/]+(\/.*)$/ + or next; # doh + + my $base = cf::map::find $1; + + # skip maps without base maps on the assumption + # that those are old, unresettable maps + next unless $base; + + # skip unresettable maps, for speed + next if $base->{deny_reset}; + + my $map = cf::map::find $path; + + if ($map->{deny_reset}) { + warn "found noreset map with resettable base map, resetting: $path\n"; + delete $map->{deny_reset}; + } + } } +} - #TODO: should also preload random maps... -}; +cf::post_init { + cf::async { reload }; -our $SCHEDULER = cf::async_ext { - while () { - Coro::Event::do_timer (after => $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 + our $SCHEDULER = cf::async_ext { + $Coro::current->{desc} = "map scheduler"; + $Coro::current->prio (Coro::PRIO_MAX); + + while () { + if ($cf::LOADAVG > $SWAP_LOAD2) { + cf::wait_for_tick; + } else { + Coro::AnyEvent::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; + $map->valid or next; + + eval { + # not yet, because maps might become visible to players nearby + # we need to remove the map from %cf::MAP and all tiled map links # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { # $map->deactivate; # delete $map->{active}; # } - if ($map->should_reset) { - $map->reset; - } elsif ($map->in_memory == cf::MAP_IN_MEMORY) { - my $max_idle = cf::object::actives_size > $MAX_ACTIVES ? 1 : $SWAP_TIMEOUT; - if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { - $map->swap_out; - cf::wait_for_tick unless $max_idle == 1; - } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { - $map->save; - cf::wait_for_tick unless $max_idle == 1; + if ($map->should_reset) { + $map->reset; + } elsif ($map->linkable) { + my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, $cf::TICK * 1.5), + $cf::TICK * 1.5, $SWAP_TIMEOUT; + + if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { + $map->swap_out; + } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { + $map->save; + $map->{last_save} -= cf::rndm; # randomise map save times a bit + } } - } + }; + warn $@ if $@; + cf::cede_to_tick; }; - warn $@ if $@; - Coro::cede; - }; - } + } + }; + + $SCHEDULER->prio (-2); }; -$SCHEDULER->prio (-2); +# purely for debugging, will load ALL maps +sub loadall { + my $maps = cf::map::static_maps; + + for my $path (@$maps) { + my $map = cf::map::find $path + or warn "ERROR: unable to find map $path\n"; + $map->load; + } +}