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/cvs/deliantra/server/ext/map-scheduler.ext
Revision: 1.20
Committed: Tue Jan 9 21:32:42 2007 UTC (17 years, 4 months ago) by root
Branch: MAIN
Changes since 1.19: +2 -3 lines
Log Message:
- added $cf::WAIT_FOR_TICK*
- tuned map-scheduler and player-scheduler
- added $op->inv_recursive
- added objects_size/objects($index) and actives_size/actives($index)
  for access to the object and actives vector.
- more robust player loader
- removed _perl_data attribute support
- SIGINT/TERM/HUP are now safe as they are handled synchronously.
- replaced LOOK_OBJ by client_visible
- cleanups

File Contents

# Content
1 #! perl
2
3 # this extension swaps out maps and resets them, in essence managing
4 # the reset/swap policy of the server.
5 # it also contains the map prefetching logic
6
7 our $DEACTIVATE_TIMEOUT = 20; # number of seconds after which maps get deactivated to save cpu
8 our $SWAP_TIMEOUT = 35; # number of seconds after which maps inactive get swapped out
9 our $SCHEDULE_INTERVAL = 2; # time the map scheduler sleeps between runs
10 our $SAVE_TIMEOUT = 20; # save maps every n seconds
11
12 cf::async_ext {
13 $Coro::current->prio (Coro::PRIO_MIN);
14 # load the header of swapped-out maps.
15 # this is not a correctness issue, it simply saves diskspace
16 # because old files will get cleaned up on reset time
17 Coro::Timer::sleep 1;
18
19 my $files = Coro::AIO::aio_readdir cf::localdir . "/" . cf::tmpdir;
20
21 for my $map (@$files) {
22 utf8::decode $map;
23 next if $map =~ /\.(?:pst|meta)$/;
24 $map =~ s/∕/\//g;
25 cf::map::find $map;
26 Coro::Timer::sleep 0.3;
27 }
28
29 #TODO: should also preload random maps...
30 };
31
32 our $SCHEDULER = cf::async_ext {
33 while () {
34 Coro::Timer::sleep $SCHEDULE_INTERVAL;
35
36 # this weird form of iteration over values is used because
37 # the hash changes underneath us frequently, and for
38 # keeps a direct reference to the value without (in 5.8 perls)
39 # keeping a reference, so this is prone to crashes or worse.
40 my @maps = keys %cf::MAP;
41 for (@maps) {
42 my $map = $cf::MAP{$_}
43 or next;
44 $map->valid or next;
45
46 eval {
47 # not yet, because maps might become visible to players nearby
48 # we need to remove the map from %cf::MAP and all tiled map links
49 # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) {
50 # $map->deactivate;
51 # delete $map->{active};
52 # }
53 if ($map->should_reset) {
54 $map->reset;
55 } elsif ($map->in_memory == cf::MAP_IN_MEMORY) {
56 if ($map->last_access + $SWAP_TIMEOUT <= $cf::RUNTIME && !$map->players) {
57 $cf::WAIT_FOR_TICK_ONE->wait;
58 $map->swap_out;
59 } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) {
60 $cf::WAIT_FOR_TICK_ONE->wait;
61 $map->save;
62 }
63 }
64 };
65 warn $@ if $@;
66 Coro::cede;
67 };
68 }
69 };
70
71 $SCHEDULER->prio (-2);
72
73 # map load prefetch for tiled maps, possibly exits, too
74 cf::map->attach (
75 on_enter => sub {
76 my ($map, $pl) = @_;
77
78 (cf::async {
79 my @diag; # diagonal neighbours
80
81 for (0 .. 3) {
82 my $neigh = $map->tile_path ($_)
83 or next;
84 $neigh = cf::map::find $neigh, $map
85 or next;
86 $neigh->load;
87
88 push @diag, [$neigh->tile_path (($_ + 3) % 4), $neigh],
89 [$neigh->tile_path (($_ + 1) % 4), $neigh];
90 }
91
92 for (@diag) {
93 my $neigh = cf::map::find @$_
94 or next;
95 $neigh->load;
96 }
97 })->prio (2);
98 # higher prio because prefetching is very important
99 # as it prefetches maps that can make the server block
100 },
101 );
102