--- deliantra/server/lib/cf.pm 2006/12/30 10:16:11 1.103 +++ deliantra/server/lib/cf.pm 2007/01/01 16:50:10 1.115 @@ -15,8 +15,11 @@ use Coro::Timer; use Coro::Signal; use Coro::Semaphore; +use Coro::AIO; -use IO::AIO 2.3; +use Digest::MD5; +use Fcntl; +use IO::AIO 2.31 (); use YAML::Syck (); use Time::HiRes; @@ -49,6 +52,8 @@ our %MAP; # all maps our $LINK_MAP; # the special {link} map our $FREEZE; +our $RANDOM_MAPS = cf::localdir . "/random"; +our %EXT_CORO; binmode STDOUT; binmode STDERR; @@ -64,8 +69,12 @@ mkdir cf::localdir . "/" . cf::playerdir; mkdir cf::localdir . "/" . cf::tmpdir; mkdir cf::localdir . "/" . cf::uniquedir; +mkdir $RANDOM_MAPS; -our %EXT_CORO; +# a special map that is always available +our $LINK_MAP; + +our $EMERGENCY_POSITION = $cf::CFG{emergency_position} || ["/world/world_105_115", 5, 37]; ############################################################################# @@ -174,6 +183,52 @@ JSON::Syck::Dump $_[0] } +=item cf::sync_job { BLOCK } + +The design of crossfire+ requires that the main coro ($Coro::main) is +always able to handle events or runnable, as crossfire+ is only partly +reentrant. Thus "blocking" it by e.g. waiting for I/O is not acceptable. + +If it must be done, put the blocking parts into C. This will run +the given BLOCK in another coroutine while waiting for the result. The +server will be frozen during this time, so the block should either finish +fast or be very important. + +=cut + +sub sync_job(&) { + my ($job) = @_; + + if ($Coro::current == $Coro::main) { + # this is the main coro, too bad, we have to block + # till the operation succeeds, freezing the server :/ + + # TODO: use suspend/resume instead + # (but this is cancel-safe) + local $FREEZE = 1; + + my $busy = 1; + my @res; + + (Coro::async { + @res = eval { $job->() }; + warn $@ if $@; + undef $busy; + })->prio (Coro::PRIO_MAX); + + while ($busy) { + Coro::cede_notself; + Event::one_event unless Coro::nready; + } + + wantarray ? @res : $res[0] + } else { + # we are in another coroutine, how wonderful, everything just works + + $job->() + } +} + =item $coro = cf::coro { BLOCK } Creates and returns a new coro. This coro is automcatially being canceled @@ -199,12 +254,154 @@ $coro } +sub write_runtime { + my $runtime = cf::localdir . "/runtime"; + + my $fh = aio_open "$runtime~", O_WRONLY | O_CREAT, 0644 + or return; + + my $value = $cf::RUNTIME + 1 + 10; # 10 is the runtime save interval, for a monotonic clock + (aio_write $fh, 0, (length $value), $value, 0) <= 0 + and return; + + aio_fsync $fh + and return; + + close $fh + or return; + + aio_rename "$runtime~", $runtime + and return; + + 1 +} + =back =cut ############################################################################# +package cf::path; + +sub new { + my ($class, $path, $base) = @_; + + $path = $path->as_string if ref $path; + + my $self = bless { }, $class; + + # {... are special paths that are not touched + # ?xxx/... are special absolute paths + # ?random/... random maps + # /! non-realised random map exit + # /... normal maps + # ~/... per-player maps without a specific player (DO NOT USE) + # ~user/... per-player map of a specific user + + if ($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 $data; + } else { + if ($path =~ s{^~([^/]+)?}{}) { + $self->{user_rel} = 1; + + if (defined $1) { + $self->{user} = $1; + } elsif ($base =~ m{^~([^/]+)/}) { + $self->{user} = $1; + } else { + warn "cannot resolve user-relative path without user <$path,$base>\n"; + } + } elsif ($path =~ /^\//) { + # already absolute + } else { + $base =~ s{[^/]+/?$}{}; + return $class->new ("$base/$path"); + } + + for ($path) { + redo if s{/\.?/}{/}; + redo if s{/[^/]+/\.\./}{/}; + } + } + + $self->{path} = $path; + + $self +} + +# the name / primary key / in-game path +sub as_string { + my ($self) = @_; + + $self->{user_rel} ? "~$self->{user}$self->{path}" + : $self->{random} ? "?random/$self->{path}" + : $self->{path} +} + +# the displayed name, this is a one way mapping +sub visible_name { + my ($self) = @_; + +# if (my $rmp = $self->{random}) { +# # todo: be more intelligent about this +# "?random/$rmp->{origin_map}+$rmp->{origin_x}+$rmp->{origin_y}/$rmp->{dungeon_level}" +# } else { + $self->as_string +# } +} + +# escape the /'s in the path +sub _escaped_path { + # ∕ is U+2215 + (my $path = $_[0]{path}) =~ s/\//∕/g; + $path +} + +# the original (read-only) location +sub load_path { + my ($self) = @_; + + sprintf "%s/%s/%s", cf::datadir, cf::mapdir, $self->{path} +} + +# the temporary/swap location +sub save_path { + my ($self) = @_; + + $self->{user_rel} ? sprintf "%s/%s/%s/%s", cf::localdir, cf::playerdir, $self->{user}, $self->_escaped_path + : $self->{random} ? sprintf "%s/%s", $RANDOM_MAPS, $self->{path} + : sprintf "%s/%s/%s", cf::localdir, cf::tmpdir, $self->_escaped_path +} + +# the unique path, might be eq to save_path +sub uniq_path { + my ($self) = @_; + + $self->{user_rel} || $self->{random} + ? undef + : sprintf "%s/%s/%s", cf::localdir, cf::uniquedir, $self->_escaped_path +} + +# return random map parameters, or undef +sub random_map_params { + my ($self) = @_; + + $self->{random} +} + +# this is somewhat ugly, but style maps do need special treatment +sub is_style_map { + $_[0]{path} =~ m{^/styles/} +} + +package cf; + +############################################################################# + =head2 ATTACHABLE OBJECTS Many objects in crossfire are so-called attachable objects. That means you can @@ -565,31 +762,38 @@ sub object_freezer_save { my ($filename, $rdata, $objs) = @_; - if (length $$rdata) { - warn sprintf "saving %s (%d,%d)\n", - $filename, length $$rdata, scalar @$objs; - - if (open my $fh, ">:raw", "$filename~") { - chmod SAVE_MODE, $fh; - syswrite $fh, $$rdata; - close $fh; + sync_job { + if (length $$rdata) { + warn sprintf "saving %s (%d,%d)\n", + $filename, length $$rdata, scalar @$objs; - if (@$objs && open my $fh, ">:raw", "$filename.pst~") { + if (my $fh = aio_open "$filename~", O_WRONLY | O_CREAT, 0600) { chmod SAVE_MODE, $fh; - syswrite $fh, Storable::nfreeze { version => 1, objs => $objs }; + aio_write $fh, 0, (length $$rdata), $$rdata, 0; + aio_fsync $fh; close $fh; - rename "$filename.pst~", "$filename.pst"; + + if (@$objs) { + if (my $fh = aio_open "$filename.pst~", O_WRONLY | O_CREAT, 0600) { + chmod SAVE_MODE, $fh; + my $data = Storable::nfreeze { version => 1, objs => $objs }; + aio_write $fh, 0, (length $data), $data, 0; + aio_fsync $fh; + close $fh; + aio_rename "$filename.pst~", "$filename.pst"; + } + } else { + aio_unlink "$filename.pst"; + } + + aio_rename "$filename~", $filename; } else { - unlink "$filename.pst"; + warn "FATAL: $filename~: $!\n"; } - - rename "$filename~", $filename; } else { - warn "FATAL: $filename~: $!\n"; + aio_unlink $filename; + aio_unlink "$filename.pst"; } - } else { - unlink $filename; - unlink "$filename.pst"; } } @@ -604,20 +808,18 @@ sub object_thawer_load { my ($filename) = @_; - local $/; + my ($data, $av); - my $av; + (aio_load $filename, $data) >= 0 + or return; - #TODO: use sysread etc. - if (open my $data, "<:raw:perlio", $filename) { - $data = <$data>; - if (open my $pst, "<:raw:perlio", "$filename.pst") { - $av = eval { (Storable::thaw <$pst>)->{objs} }; - } - return ($data, $av); + unless (aio_stat "$filename.pst") { + (aio_load "$filename.pst", $av) >= 0 + or return; + $av = eval { (Storable::thaw $av)->{objs} }; } - () + return ($data, $av); } ############################################################################# @@ -848,6 +1050,297 @@ =back + +=head3 cf::map + +=over 4 + +=cut + +package cf::map; + +use Fcntl; +use Coro::AIO; + +our $MAX_RESET = 7200; +our $DEFAULT_RESET = 3600; + +sub generate_random_map { + my ($path, $rmp) = @_; + + # mit "rum" bekleckern, nicht + cf::map::_create_random_map + $path, + $rmp->{wallstyle}, $rmp->{wall_name}, $rmp->{floorstyle}, $rmp->{monsterstyle}, + $rmp->{treasurestyle}, $rmp->{layoutstyle}, $rmp->{doorstyle}, $rmp->{decorstyle}, + $rmp->{origin_map}, $rmp->{final_map}, $rmp->{exitstyle}, $rmp->{this_map}, + $rmp->{exit_on_final_map}, + $rmp->{xsize}, $rmp->{ysize}, + $rmp->{expand2x}, $rmp->{layoutoptions1}, $rmp->{layoutoptions2}, $rmp->{layoutoptions3}, + $rmp->{symmetry}, $rmp->{difficulty}, $rmp->{difficulty_given}, $rmp->{difficulty_increase}, + $rmp->{dungeon_level}, $rmp->{dungeon_depth}, $rmp->{decoroptions}, $rmp->{orientation}, + $rmp->{origin_y}, $rmp->{origin_x}, $rmp->{random_seed}, $rmp->{total_map_hp}, + $rmp->{map_layout_style}, $rmp->{treasureoptions}, $rmp->{symmetry_used}, + (cf::region::find $rmp->{region}) +} + +# and all this just because we cannot iterate over +# all maps in C++... +sub change_all_map_light { + my ($change) = @_; + + $_->change_map_light ($change) for values %cf::MAP; +} + +sub try_load_header($) { + my ($path) = @_; + + utf8::encode $path; + aio_open $path, O_RDONLY, 0 + or return; + + my $map = cf::map::new + or return; + + $map->load_header ($path) + or return; + + $map->{load_path} = $path; + + $map +} + +sub find_map { + my ($path, $origin) = @_; + + #warn "find_map<$path,$origin>\n";#d# + + $path = new cf::path $path, $origin && $origin->path; + my $key = $path->as_string; + + $cf::MAP{$key} || do { + # do it the slow way + my $map = try_load_header $path->save_path; + + if ($map) { + # safety + $map->{instantiate_time} = $cf::RUNTIME + if $map->{instantiate_time} > $cf::RUNTIME; + } else { + if (my $rmp = $path->random_map_params) { + $map = generate_random_map $key, $rmp; + } else { + $map = try_load_header $path->load_path; + } + + $map or return; + + $map->{load_original} = 1; + $map->{instantiate_time} = $cf::RUNTIME; + $map->instantiate; + + # per-player maps become, after loading, normal maps + $map->per_player (0) if $path->{user_rel}; + } + + $map->path ($key); + $map->{path} = $path; + $map->last_access ($cf::RUNTIME); + + if ($map->should_reset) { + $map->reset; + $map = find_map $path; + } + + $cf::MAP{$key} = $map + } +} + +sub load { + my ($self) = @_; + + 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; + + $self->set_object_flag (cf::FLAG_OBJ_ORIGINAL, 1) + if delete $self->{load_original}; + + if (my $uniq = $path->uniq_path) { + utf8::encode $uniq; + if (aio_open $uniq, O_RDONLY, 0) { + $self->clear_unique_items; + $self->load_objects ($uniq, 0); + } + } + + # now do the right thing for maps + $self->link_multipart_objects; + + if ($self->{path}->is_style_map) { + $self->{deny_save} = 1; + $self->{deny_reset} = 1; + } else { + $self->fix_auto_apply; + $self->decay_objects; + $self->update_buttons; + $self->set_darkness_map; + $self->difficulty ($self->estimate_difficulty) + unless $self->difficulty; + $self->activate; + } + + $self->in_memory (cf::MAP_IN_MEMORY); +} + +sub load_map_sync { + my ($path, $origin) = @_; + + #warn "load_map_sync<$path, $origin>\n";#d# + + cf::sync_job { + my $map = cf::map::find_map $path, $origin + or return; + $map->load; + $map + } +} + +sub save { + my ($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; + + $self->{load_path} = $save; + + return if $self->{deny_save}; + + if ($uniq) { + $self->save_objects ($save, cf::IO_HEADER | cf::IO_OBJECTS); + $self->save_objects ($uniq, cf::IO_UNIQUES); + } else { + $self->save_objects ($save, cf::IO_HEADER | cf::IO_OBJECTS | cf::IO_UNIQUES); + } +} + +sub swap_out { + my ($self) = @_; + + return if $self->players; + return if $self->in_memory != cf::MAP_IN_MEMORY; + return if $self->{deny_save}; + + $self->save; + $self->clear; + $self->in_memory (cf::MAP_SWAPPED); +} + +sub reset_at { + my ($self) = @_; + + # TODO: safety, remove and allow resettable per-player maps + 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 = List::Util::min $MAX_RESET, $self->reset_timeout || $DEFAULT_RESET; + + $time + $to +} + +sub should_reset { + my ($self) = @_; + + $self->reset_at <= $cf::RUNTIME +} + +sub unlink_save { + my ($self) = @_; + + utf8::encode (my $save = $self->{path}->save_path); + aioreq_pri 3; IO::AIO::aio_unlink $save; + aioreq_pri 3; IO::AIO::aio_unlink "$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) = @_; + + return if $self->players; + return if $self->{path}{user_rel};#d# + + warn "resetting map ", $self->path;#d# + + delete $cf::MAP{$self->path}; + + $_->clear_links_to ($self) for values %cf::MAP; + + $self->unlink_save; + $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, $ob) = @_; + + if ($map->per_player) { + return cf::map::find_map "~" . $ob->name . "/" . $map->{path}{path}; + } + + $map +} + +sub emergency_save { + local $cf::FREEZE = 1; + + warn "enter emergency map save\n"; + + cf::sync_job { + warn "begin emergency map save\n"; + $_->save for values %cf::MAP; + }; + + warn "end emergency map save\n"; +} + +package cf; + +=back + + =head3 cf::object::player =over 4 @@ -892,6 +1385,169 @@ : $cf::CFG{"may_$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) = @_; + + return if $self->map == $LINK_MAP; + + $self->{_link_pos} = [$self->map->{path}, $self->x, $self->y] + if $self->map; + + $self->enter_map ($LINK_MAP, 20, 20); + $self->deactivate_recursive; +} + +sub cf::object::player::leave_link { + my ($self, $map, $x, $y) = @_; + + my $link_pos = delete $self->{_link_pos}; + + unless ($map) { + # restore original map position + ($map, $x, $y) = @{ $link_pos || [] }; + $map = cf::map::find_map $map; + + unless ($map) { + ($map, $x, $y) = @$EMERGENCY_POSITION; + $map = cf::map::find_map $map + or die "FATAL: cannot load emergency map\n"; + } + } + + ($x, $y) = (-1, -1) + unless (defined $x) && (defined $y); + + # use -1 or undef as default coordinates, not 0, 0 + ($x, $y) = ($map->enter_x, $map->enter_y) + if $x <=0 && $y <= 0; + + $map->load; + + $self->activate_recursive; + $self->enter_map ($map, $x, $y); +} + +=item $player_object->goto_map ($map, $x, $y) + +=cut + +sub cf::object::player::goto_map { + my ($self, $path, $x, $y) = @_; + + $self->enter_link; + + (Coro::async { + $path = new cf::path $path; + + 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; + + $map or $self->message ("The exit is closed", cf::NDI_UNIQUE | cf::NDI_RED); + + $self->leave_link ($map, $x, $y); + })->prio (1); +} + +=item $player_object->enter_exit ($exit_object) + +=cut + +sub parse_random_map_params { + my ($spec) = @_; + + my $rmp = { # defaults + xsize => 10, + ysize => 10, + }; + + for (split /\n/, $spec) { + my ($k, $v) = split /\s+/, $_, 2; + + $rmp->{lc $k} = $v if (length $k) && (length $v); + } + + $rmp +} + +sub prepare_random_map { + my ($exit) = @_; + + # all this does is basically replace the /! path by + # a new random map path (?random/...) with a seed + # that depends on the exit object + + my $rmp = parse_random_map_params $exit->msg; + + if ($exit->map) { + $rmp->{region} = $exit->map->region_name; + $rmp->{origin_map} = $exit->map->path; + $rmp->{origin_x} = $exit->x; + $rmp->{origin_y} = $exit->y; + } + + $rmp->{random_seed} ||= $exit->random_seed; + + my $data = cf::to_json $rmp; + my $md5 = Digest::MD5::md5_hex $data; + + if (my $fh = aio_open "$cf::RANDOM_MAPS/$md5.meta", O_WRONLY | O_CREAT, 0666) { + aio_write $fh, 0, (length $data), $data, 0; + + $exit->slaying ("?random/$md5"); + $exit->msg (undef); + } +} + +sub cf::object::player::enter_exit { + my ($self, $exit) = @_; + + return unless $self->type == cf::PLAYER; + + $self->enter_link; + + (Coro::async { + unless (eval { + + prepare_random_map $exit + if $exit->slaying eq "/!"; + + my $path = new cf::path $exit->slaying, $exit->map && $exit->map->path; + $self->goto_map ($path, $exit->stats->hp, $exit->stats->sp); + + 1; + }) { + $self->message ("Something went wrong deep within the crossfire server. " + . "I'll try to bring you back to the map you were before. " + . "Please report this to the dungeon master", + cf::NDI_UNIQUE | cf::NDI_RED); + + warn "ERROR in enter_exit: $@"; + $self->leave_link; + } + })->prio (1); +} + =head3 cf::client =over 4 @@ -1226,6 +1882,14 @@ } sub main { + # we must not ever block the main coroutine + local $Coro::idle = sub { + Carp::cluck "FATAL: Coro::idle was called, major BUG, use cf::sync_job!\n";#d# + (Coro::unblock_sub { + Event::one_event; + })->(); + }; + cfg_load; db_load; load_extensions; @@ -1235,13 +1899,20 @@ ############################################################################# # initialisation -sub _perl_reload() { +sub reload() { + # can/must only be called in main + if ($Coro::current != $Coro::main) { + warn "can only reload from main coroutine\n"; + return; + } + warn "reloading..."; - eval { - local $FREEZE = 1; + local $FREEZE = 1; + cf::emergency_save; - cf::emergency_save; + eval { + # if anything goes wrong in here, we should simply crash as we already saved # cancel all watchers for (Event::all_watchers) { @@ -1310,33 +1981,79 @@ warn "reattach"; _global_reattach; }; - warn $@ if $@; - warn "reloaded"; + if ($@) { + warn $@; + warn "error while reloading, exiting."; + exit 1; + } + + warn "reloaded successfully"; }; -sub perl_reload() { - _perl_reload; +############################################################################# + +unless ($LINK_MAP) { + $LINK_MAP = cf::map::new; + + $LINK_MAP->width (41); + $LINK_MAP->height (41); + $LINK_MAP->alloc; + $LINK_MAP->path ("{link}"); + $LINK_MAP->{path} = bless { path => "{link}" }, "cf::path"; + $LINK_MAP->in_memory (MAP_IN_MEMORY); + + # dirty hack because... archetypes are not yet loaded + Event->timer ( + after => 2, + cb => sub { + $_[0]->w->cancel; + + # provide some exits "home" + my $exit = cf::object::new "exit"; + + $exit->slaying ($EMERGENCY_POSITION->[0]); + $exit->stats->hp ($EMERGENCY_POSITION->[1]); + $exit->stats->sp ($EMERGENCY_POSITION->[2]); + + $LINK_MAP->insert ($exit->clone, 19, 19); + $LINK_MAP->insert ($exit->clone, 19, 20); + $LINK_MAP->insert ($exit->clone, 19, 21); + $LINK_MAP->insert ($exit->clone, 20, 19); + $LINK_MAP->insert ($exit->clone, 20, 21); + $LINK_MAP->insert ($exit->clone, 21, 19); + $LINK_MAP->insert ($exit->clone, 21, 20); + $LINK_MAP->insert ($exit->clone, 21, 21); + + $exit->destroy; + }); + + $LINK_MAP->{deny_save} = 1; + $LINK_MAP->{deny_reset} = 1; + + $cf::MAP{$LINK_MAP->path} = $LINK_MAP; } register "", __PACKAGE__; -register_command "perl-reload" => sub { +register_command "reload" => sub { my ($who, $arg) = @_; if ($who->flag (FLAG_WIZ)) { - $who->message ("reloading..."); - _perl_reload; + $who->message ("start of reload."); + reload; + $who->message ("end of reload."); } }; unshift @INC, $LIBDIR; $TICK_WATCHER = Event->timer ( - prio => 0, - at => $NEXT_TICK || $TICK, - data => WF_AUTOCANCEL, - cb => sub { + reentrant => 0, + prio => 0, + at => $NEXT_TICK || $TICK, + data => WF_AUTOCANCEL, + cb => sub { unless ($FREEZE) { cf::server_tick; # one server iteration $RUNTIME += $TICK; @@ -1354,20 +2071,25 @@ IO::AIO::max_poll_time $TICK * 0.2; -Event->io (fd => IO::AIO::poll_fileno, - poll => 'r', - prio => 5, - data => WF_AUTOCANCEL, - cb => \&IO::AIO::poll_cb); - -# we must not ever block the main coroutine -$Coro::idle = sub { - #Carp::cluck "FATAL: Coro::idle was called, major BUG\n";#d# - warn "FATAL: Coro::idle was called, major BUG\n"; - (Coro::unblock_sub { - Event::one_event; - })->(); -}; +Event->io ( + fd => IO::AIO::poll_fileno, + poll => 'r', + prio => 5, + data => WF_AUTOCANCEL, + cb => \&IO::AIO::poll_cb, +); + +Event->timer ( + data => WF_AUTOCANCEL, + after => 0, + interval => 10, + cb => sub { + (Coro::unblock_sub { + write_runtime + or warn "ERROR: unable to write runtime file: $!"; + })->(); + }, +); 1