#! 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} || 300; # number of seconds after which inactive maps get swapped out our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || .8; # 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} || .4; # swap as fast as possible at this load cf::async_ext { $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 $map (@$files) { utf8::decode $map; next if $map =~ /\.(?:pst|meta)$/; cf::map::find $map; cf::wait_for_tick; } #TODO: should also preload random maps... }; our $SCHEDULER = cf::async_ext { while () { Coro::Event::do_timer (after => $SCHEDULE_INTERVAL) unless $cf::LOADAVG > $SWAP_LOAD2; # 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::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, 0), 0, $SWAP_TIMEOUT; if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) { $map->swap_out; cf::wait_for_tick unless $cf::LOADAVG > $SWAP_LOAD2; } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { $map->save; cf::wait_for_tick unless $cf::LOADAVG > $SWAP_LOAD2; } } }; warn $@ if $@; cf::cede_to_tick; }; } }; $SCHEDULER->prio (-2);