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#! perl # mandatory |
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|
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# player scheduler, evoking players from ram |
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|
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our $SCHEDULE_INTERVAL = $cf::CFG{player_schedule_interval} || 10; # time the player scheduler sleeps between runs |
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our $SAVE_TIMEOUT = $cf::CFG{player_save_interval} || 20; # save players every n seconds |
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|
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our $SCHEDULER = cf::async_ext { |
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$Coro::current->{desc} = "player scheduler"; |
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|
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while () { |
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Coro::EV::timer_once $SCHEDULE_INTERVAL; |
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|
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# this weird form of iteration over values is used because |
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# the hash changes underneath us frequently, and for |
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# keeps a direct reference to the value without (in 5.8 perls) |
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# keeping a reference, so this is prone to crashes or worse. |
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my @players = keys %cf::PLAYER; |
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for (@players) { |
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my $pl = $cf::PLAYER{$_} |
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or next; |
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$pl->valid or next; |
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|
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eval { |
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if ($pl->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
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$pl->save; |
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|
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unless ($pl->active || $pl->ns) { |
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# check refcounts, this is tricky and needs to be adjusted to fit server internals |
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my $ob = $pl->ob; |
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|
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my $pl_ref = $pl->refcnt_cnt; |
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my $ob_ref = $ob->refcnt_cnt; |
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|
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## pl_ref == (P)$pl + (P)%cf::PLAYER + (C)ob->contr |
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## ob_ref == (P)$ob + (C)pl->observe + (C)simply being an object |
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if ($pl_ref == 3 && $ob_ref == 3) { |
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warn "player-scheduler destroy ", $ob->name;#d# |
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|
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# remove from sight and get fresh "copies" |
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$pl = delete $cf::PLAYER{$ob->name}; |
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$ob = $pl->ob; |
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|
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$pl->destroy; # destroys $ob |
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} else { |
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my $a_ = $pl->refcnt;#d# |
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my $b_ = $ob->refcnt;#d# |
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|
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warn "player-scheduler refcnt ", $ob->name, " pl $pl_ref/3 ob $ob_ref/3 (C pl $a_/1 ob $b_/2)\n";#d# |
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} |
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} |
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} |
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}; |
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warn $@ if $@; |
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cf::cede_to_tick; |
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}; |
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} |
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}; |
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|
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$SCHEDULER->prio (1); |
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