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/cvs/deliantra/server/ext/map-scheduler.ext
Revision: 1.25
Committed: Tue Jan 23 01:05:17 2007 UTC (17 years, 4 months ago) by root
Branch: MAIN
Changes since 1.24: +5 -3 lines
Log Message:
- avoid negative event priorities like the plague. they are actually
  worse because they introduce random memory corruption and endless
  loops and worse, if worse exists.
- aggressively swap out maps when #actives exceeds threshold
- sweep and cede after server tick
- increase player command handling priorities, just in case.
- fix a bug in mortal checking, this was the reason for the
  enourmous memory leaks in map-world.ext
- mark c++-side watchers as non-reentrant

File Contents

# Content
1 #! perl # MANDATORY
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 our $MAX_ACTIVES = $cf::CFG{max_actives} || 200000; # swap aggressively when > this many objects are active
12
13 cf::async_ext {
14 $Coro::current->prio (Coro::PRIO_MIN);
15 # load the header of swapped-out maps.
16 # this is not a correctness issue, it simply saves diskspace
17 # because old files will get cleaned up on reset time
18 Coro::Timer::sleep 1;
19
20 my $files = Coro::AIO::aio_readdir cf::localdir . "/" . cf::tmpdir;
21
22 for my $map (@$files) {
23 utf8::decode $map;
24 next if $map =~ /\.(?:pst|meta)$/;
25 $map =~ s/∕/\//g;
26 $map =~ s/\.map$//;
27 cf::map::find $map;
28 $cf::WAIT_FOR_TICK_ONE->wait;
29 }
30
31 #TODO: should also preload random maps...
32 };
33
34 our $SCHEDULER = cf::async_ext {
35 my $schedule_interval = Coro::Event->timer (after => 1, interval => $SCHEDULE_INTERVAL);
36 while () {
37 $schedule_interval->next;
38
39 # this weird form of iteration over values is used because
40 # the hash changes underneath us frequently, and for
41 # keeps a direct reference to the value without (in 5.8 perls)
42 # keeping a reference, so this is prone to crashes or worse.
43 my @maps = keys %cf::MAP;
44 for (@maps) {
45 my $map = $cf::MAP{$_}
46 or next;
47 $map->valid or next;
48
49 eval {
50 # not yet, because maps might become visible to players nearby
51 # we need to remove the map from %cf::MAP and all tiled map links
52 # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) {
53 # $map->deactivate;
54 # delete $map->{active};
55 # }
56 if ($map->should_reset) {
57 $map->reset;
58 } elsif ($map->in_memory == cf::MAP_IN_MEMORY) {
59 if ((cf::object::actives_size > $MAX_ACTIVES || $map->last_access + $SWAP_TIMEOUT <= $cf::RUNTIME)
60 && !$map->players) {
61 $map->swap_out;
62 $cf::WAIT_FOR_TICK_ONE->wait;
63 } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) {
64 $map->save;
65 $cf::WAIT_FOR_TICK_ONE->wait;
66 }
67 }
68 };
69 warn $@ if $@;
70 Coro::cede;
71 };
72 }
73 };
74
75 $SCHEDULER->prio (-2);
76