#! 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} || 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::post_init { cf::async_ext { $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 0.25; for my $path (@{ cf::map::tmp_maps or [] }, @{ cf::map::random_maps or [] }) { cf::cede_to_tick; cf::map::find $path; } # now hunt for resettable per-player maps for my $login (@{ cf::player::list_logins or [] }) { for my $path (@{ cf::player::maps $login or [] }) { cf::cede_to_tick; $path =~ /^~[^\/]+(\/.*)$/ 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}; } } } }; 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::EV::timer_once $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_ACTIVE) { 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} -= rand; # randomise map save times a bit } } }; warn $@ if $@; cf::cede_to_tick; }; } }; $SCHEDULER->prio (-2); };