--- deliantra/server/lib/cf.pm 2007/01/01 13:31:47 1.112 +++ deliantra/server/lib/cf.pm 2007/01/02 22:55:05 1.124 @@ -183,6 +183,70 @@ JSON::Syck::Dump $_[0] } +=item my $guard = cf::guard { BLOCK } + +Run the given callback when the guard object gets destroyed (useful for +coroutine cancellations). + +You can call C<< ->cancel >> on the guard object to stop the block from +being executed. + +=cut + +sub guard(&) { + bless \(my $cb = $_[0]), cf::guard::; +} + +sub cf::guard::cancel { + ${$_[0]} = sub { }; +} + +sub cf::guard::DESTROY { + ${$_[0]}->(); +} + +=item cf::lock_wait $string + +Wait until the given lock is available. See cf::lock_acquire. + +=item my $lock = cf::lock_acquire $string + +Wait until the given lock is available and then acquires it and returns +a guard object. If the guard object gets destroyed (goes out of scope, +for example when the coroutine gets canceled), the lock is automatically +returned. + +Lock names should begin with a unique identifier (for example, find_map +uses map_find and load_map uses map_load). + +=cut + +our %LOCK; + +sub lock_wait($) { + my ($key) = @_; + + # wait for lock, if any + while ($LOCK{$key}) { + push @{ $LOCK{$key} }, $Coro::current; + Coro::schedule; + } +} + +sub lock_acquire($) { + my ($key) = @_; + + # wait, to be sure we are not locked + lock_wait $key; + + $LOCK{$key} = []; + + cf::guard { + # wake up all waiters, to be on the safe side + $_->ready for @{ delete $LOCK{$key} }; + } +} + =item cf::sync_job { BLOCK } The design of crossfire+ requires that the main coro ($Coro::main) is @@ -291,7 +355,17 @@ my $self = bless { }, $class; - if ($path =~ s{^\?random/}{}) { + # {... are special paths that are not touched + # ?xxx/... are special absolute paths + # ?random/... random maps + # /! non-realised random map exit + # /... normal maps + # ~/... per-player maps without a specific player (DO NOT USE) + # ~user/... per-player map of a specific user + + if ($path =~ /^{/) { + # fine as it is + } elsif ($path =~ s{^\?random/}{}) { Coro::AIO::aio_load "$cf::RANDOM_MAPS/$path.meta", my $data; $self->{random} = cf::from_json $data; } else { @@ -806,9 +880,11 @@ unless (aio_stat "$filename.pst") { (aio_load "$filename.pst", $av) >= 0 or return; - $av = eval { (Storable::thaw <$av>)->{objs} }; + $av = eval { (Storable::thaw $av)->{objs} }; } + warn sprintf "loading %s (%d)\n", + $filename, length $data, scalar @{$av || []};#d# return ($data, $av); } @@ -1079,7 +1155,8 @@ sub change_all_map_light { my ($change) = @_; - $_->change_map_light ($change) for values %cf::MAP; + $_->change_map_light ($change) + for grep $_->outdoor, values %cf::MAP; } sub try_load_header($) { @@ -1108,7 +1185,11 @@ $path = new cf::path $path, $origin && $origin->path; my $key = $path->as_string; + cf::lock_wait "map_find:$key"; + $cf::MAP{$key} || do { + my $guard = cf::lock_acquire "map_find:$key"; + # do it the slow way my $map = try_load_header $path->save_path; @@ -1135,11 +1216,14 @@ $map->path ($key); $map->{path} = $path; + $map->{last_save} = $cf::RUNTIME; $map->last_access ($cf::RUNTIME); if ($map->should_reset) { $map->reset; - $map = find_map $path; + undef $guard; + $map = cf::map::find_map ($path) + or return; } $cf::MAP{$key} = $map @@ -1149,12 +1233,13 @@ sub load { my ($self) = @_; + my $path = $self->{path}; + my $guard = cf::lock_acquire "map_load:" . $path->as_string; + return if $self->in_memory != cf::MAP_SWAPPED; $self->in_memory (cf::MAP_LOADING); - my $path = $self->{path}; - $self->alloc; $self->load_objects ($self->{load_path}, 1) or return; @@ -1205,13 +1290,13 @@ sub save { my ($self) = @_; - my $save = $self->{path}->save_path; utf8::encode $save; - my $uniq = $self->{path}->uniq_path; utf8::encode $uniq; - $self->{last_save} = $cf::RUNTIME; return unless $self->dirty; + my $save = $self->{path}->save_path; utf8::encode $save; + my $uniq = $self->{path}->uniq_path; utf8::encode $uniq; + $self->{load_path} = $save; return if $self->{deny_save}; @@ -1240,12 +1325,11 @@ my ($self) = @_; # TODO: safety, remove and allow resettable per-player maps - return 1e100 if $self->{path}{user_rel}; - return 1e100 if $self->{deny_reset}; + return 1e99 if $self->{path}{user_rel}; + return 1e99 if $self->{deny_reset}; my $time = $self->fixed_resettime ? $self->{instantiate_time} : $self->last_access; - my $to = $self->reset_timeout || $DEFAULT_RESET; - $to = $MAX_RESET if $to > $MAX_RESET; + my $to = List::Util::min $MAX_RESET, $self->reset_timeout || $DEFAULT_RESET; $time + $to } @@ -1264,6 +1348,19 @@ aioreq_pri 3; IO::AIO::aio_unlink "$save.pst"; } +sub rename { + my ($self, $new_path) = @_; + + $self->unlink_save; + + delete $cf::MAP{$self->path}; + $self->{path} = new cf::path $new_path; + $self->path ($self->{path}->as_string); + $cf::MAP{$self->path} = $self; + + $self->save; +} + sub reset { my ($self) = @_; @@ -1280,6 +1377,17 @@ $self->destroy; } +my $nuke_counter = "aaaa"; + +sub nuke { + my ($self) = @_; + + $self->{deny_save} = 1; + $self->reset_timeout (1); + $self->rename ("{nuke}/" . ($nuke_counter++)); + $self->reset; # polite request, might not happen +} + sub customise_for { my ($map, $ob) = @_; @@ -1352,16 +1460,35 @@ : $cf::CFG{"may_$access"}) } +=item $player_object->enter_link + +Freezes the player and moves him/her to a special map (C<{link}>). + +The player should be reaosnably safe there for short amounts of time. You +I call C as soon as possible, though. + +=item $player_object->leave_link ($map, $x, $y) + +Moves the player out of the specila link map onto the given map. If the +map is not valid (or omitted), the player will be moved back to the +location he/she was before the call to C, or, if that fails, +to the emergency map position. + +Might block. + +=cut + sub cf::object::player::enter_link { my ($self) = @_; + $self->deactivate_recursive; + return if $self->map == $LINK_MAP; - $self->{_link_pos} = [$self->map->{path}, $self->x, $self->y] + $self->{_link_pos} ||= [$self->map->{path}, $self->x, $self->y] if $self->map; $self->enter_map ($LINK_MAP, 20, 20); - $self->deactivate_recursive; } sub cf::object::player::leave_link { @@ -1370,8 +1497,6 @@ my $link_pos = delete $self->{_link_pos}; unless ($map) { - $self->message ("The exit is closed", cf::NDI_UNIQUE | cf::NDI_RED); - # restore original map position ($map, $x, $y) = @{ $link_pos || [] }; $map = cf::map::find_map $map; @@ -1396,7 +1521,35 @@ $self->enter_map ($map, $x, $y); } -=item $player_object->goto_map ($map, $x, $y) +cf::player->attach ( + on_logout => sub { + my ($pl) = @_; + + # abort map switching before logout + if ($pl->ob->{_link_pos}) { + cf::sync_job { + $pl->ob->leave_link + }; + } + }, + on_login => sub { + my ($pl) = @_; + + # try to abort aborted map switching on player login :) + # should happen only on crashes + if ($pl->ob->{_link_pos}) { + $pl->ob->enter_link; + Coro::async { + # we need this sleep as the login has a concurrent enter_exit running + # and this sleep increases chances of the player not ending up in scorn + Coro::Timer::sleep 1; + $pl->ob->leave_link; + }; + } + }, +); + +=item $player_object->goto_map ($path, $x, $y) =cut @@ -1411,8 +1564,10 @@ my $map = cf::map::find_map $path->as_string; $map = $map->customise_for ($self) if $map; - warn "entering ", $map->path, " at ($x, $y)\n" - if $map; +# warn "entering ", $map->path, " at ($x, $y)\n" +# if $map; + + $map or $self->message ("The exit is closed", cf::NDI_UNIQUE | cf::NDI_RED); $self->leave_link ($map, $x, $y); })->prio (1); @@ -1763,14 +1918,12 @@ my $path = cf::localdir . "/database.pst"; sub db_load() { - warn "loading database $path\n";#d# remove later $DB = stat $path ? Storable::retrieve $path : { }; } my $pid; sub db_save() { - warn "saving database $path\n";#d# remove later waitpid $pid, 0 if $pid; if (0 == ($pid = fork)) { $DB->{_meta}{version} = 1; @@ -1833,7 +1986,7 @@ sub main { # we must not ever block the main coroutine local $Coro::idle = sub { - Carp::cluck "FATAL: Coro::idle was called, major BUG\n";#d# + Carp::cluck "FATAL: Coro::idle was called, major BUG, use cf::sync_job!\n";#d# (Coro::unblock_sub { Event::one_event; })->();