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/cvs/deliantra/server/ext/map-scheduler.ext
Revision: 1.49
Committed: Fri Oct 23 03:08:34 2009 UTC (14 years, 7 months ago) by root
Branch: MAIN
Changes since 1.48: +4 -0 lines
Log Message:
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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 = $cf::CFG{swap_timeout} || 300; # number of seconds after which inactive maps get swapped out
9 our $SCHEDULE_INTERVAL = $cf::CFG{schedule_interval} || 5; # time the map scheduler sleeps between runs
10 our $SAVE_TIMEOUT = $cf::CFG{save_timeout} || 30; # save maps every n seconds
11 our $SWAP_LOAD1 = $cf::CFG{swap_load1} || .1; # start aggressively swapping at this load
12 our $SWAP_LOAD2 = $cf::CFG{swap_load2} || .6; # swap as fast as possible at this load
13
14 cf::post_init {
15 cf::async_ext {
16 $Coro::current->{desc} = "startup map scanner";
17 $Coro::current->prio (Coro::PRIO_MIN);
18
19 # load the header of swapped-out maps.
20 # this is not a correctness issue, it simply saves diskspace
21 # because old files will get cleaned up on reset time
22 Coro::Timer::sleep 0.25;
23
24 for my $path (@{ cf::map::tmp_maps or [] }, @{ cf::map::random_maps or [] }) {
25 cf::cede_to_tick;
26 cf::map::find $path;
27 }
28
29 # now hunt for resettable per-player maps
30 for my $login (@{ cf::player::list_logins or [] }) {
31 for my $path (@{ cf::player::maps $login or [] }) {
32 cf::cede_to_tick;
33
34 $path =~ /^~[^\/]+(\/.*)$/
35 or next; # doh
36
37 my $base = cf::map::find $1;
38
39 # skip maps without base maps on the assumption
40 # that those are old, unresettable maps
41 next unless $base;
42
43 # skip unresettable maps, for speed
44 next if $base->{deny_reset};
45
46 my $map = cf::map::find $path;
47
48 if ($map->{deny_reset}) {
49 warn "found noreset map with resettable base map, resetting: $path\n";
50 delete $map->{deny_reset};
51 }
52 }
53 }
54 };
55
56 our $SCHEDULER = cf::async_ext {
57 $Coro::current->{desc} = "map scheduler";
58 $Coro::current->prio (Coro::PRIO_MAX);
59
60 while () {
61 if ($cf::LOADAVG > $SWAP_LOAD2) {
62 cf::wait_for_tick;
63 } else {
64 Coro::EV::timer_once $SCHEDULE_INTERVAL;
65 }
66
67 # this weird form of iteration over values is used because
68 # the hash changes underneath us frequently, and for
69 # keeps a direct reference to the value without (in 5.8 perls)
70 # keeping a reference, so this is prone to crashes or worse.
71 my @maps = keys %cf::MAP;
72 for (@maps) {
73 my $map = $cf::MAP{$_}
74 or next;
75 $map->valid or next;
76
77 eval {
78 # not yet, because maps might become visible to players nearby
79 # we need to remove the map from %cf::MAP and all tiled map links
80 # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) {
81 # $map->deactivate;
82 # delete $map->{active};
83 # }
84 if ($map->should_reset) {
85 $map->reset;
86 } elsif ($map->in_memory == cf::MAP_ACTIVE) {
87 my $max_idle = cf::clamp +(cf::lerp $cf::LOADAVG, $SWAP_LOAD1, $SWAP_LOAD2, $SWAP_TIMEOUT, $cf::TICK * 1.5),
88 $cf::TICK * 1.5, $SWAP_TIMEOUT;
89
90 if ($map->last_access + $max_idle <= $cf::RUNTIME && !$map->players) {
91 $map->swap_out;
92 } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) {
93 $map->save;
94 $map->{last_save} -= rand; # randomise map save times a bit
95 }
96 }
97 };
98 warn $@ if $@;
99 cf::cede_to_tick;
100 };
101 }
102 };
103
104 $SCHEDULER->prio (-2);
105 };
106
107 # purely for debugging, will load ALL maps
108 sub loadall {
109 }
110
111