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Comparing deliantra/server/lib/cf.pm (file contents):
Revision 1.119 by root, Tue Jan 2 08:26:42 2007 UTC vs.
Revision 1.123 by root, Tue Jan 2 19:18:33 2007 UTC

179=cut 179=cut
180 180
181sub to_json($) { 181sub to_json($) {
182 $JSON::Syck::ImplicitUnicode = 0; # work around JSON::Syck bugs 182 $JSON::Syck::ImplicitUnicode = 0; # work around JSON::Syck bugs
183 JSON::Syck::Dump $_[0] 183 JSON::Syck::Dump $_[0]
184}
185
186=item my $guard = cf::guard { BLOCK }
187
188Run the given callback when the guard object gets destroyed (useful for
189coroutine cancellations).
190
191You can call C<< ->cancel >> on the guard object to stop the block from
192being executed.
193
194=cut
195
196sub guard(&) {
197 bless \(my $cb = $_[0]), cf::guard::;
198}
199
200sub cf::guard::cancel {
201 ${$_[0]} = sub { };
202}
203
204sub cf::guard::DESTROY {
205 ${$_[0]}->();
206}
207
208=item cf::lock_wait $string
209
210Wait until the given lock is available. See cf::lock_acquire.
211
212=item my $lock = cf::lock_acquire $string
213
214Wait until the given lock is available and then acquires it and returns
215a guard object. If the guard object gets destroyed (goes out of scope,
216for example when the coroutine gets canceled), the lock is automatically
217returned.
218
219Lock names should begin with a unique identifier (for example, find_map
220uses map_find and load_map uses map_load).
221
222=cut
223
224our %LOCK;
225
226sub lock_wait($) {
227 my ($key) = @_;
228
229 # wait for lock, if any
230 while ($LOCK{$key}) {
231 push @{ $LOCK{$key} }, $Coro::current;
232 Coro::schedule;
233 }
234}
235
236sub lock_acquire($) {
237 my ($key) = @_;
238
239 # wait, to be sure we are not locked
240 lock_wait $key;
241
242 $LOCK{$key} = [];
243
244 cf::guard {
245 # wake up all waiters, to be on the safe side
246 $_->ready for @{ delete $LOCK{$key} };
247 }
184} 248}
185 249
186=item cf::sync_job { BLOCK } 250=item cf::sync_job { BLOCK }
187 251
188The design of crossfire+ requires that the main coro ($Coro::main) is 252The design of crossfire+ requires that the main coro ($Coro::main) is
1089# and all this just because we cannot iterate over 1153# and all this just because we cannot iterate over
1090# all maps in C++... 1154# all maps in C++...
1091sub change_all_map_light { 1155sub change_all_map_light {
1092 my ($change) = @_; 1156 my ($change) = @_;
1093 1157
1094 $_->change_map_light ($change) for values %cf::MAP; 1158 $_->change_map_light ($change)
1159 for grep $_->outdoor, values %cf::MAP;
1095} 1160}
1096 1161
1097sub try_load_header($) { 1162sub try_load_header($) {
1098 my ($path) = @_; 1163 my ($path) = @_;
1099 1164
1118 #warn "find_map<$path,$origin>\n";#d# 1183 #warn "find_map<$path,$origin>\n";#d#
1119 1184
1120 $path = new cf::path $path, $origin && $origin->path; 1185 $path = new cf::path $path, $origin && $origin->path;
1121 my $key = $path->as_string; 1186 my $key = $path->as_string;
1122 1187
1188 cf::lock_wait "map_find:$key";
1189
1123 $cf::MAP{$key} || do { 1190 $cf::MAP{$key} || do {
1191 my $guard = cf::lock_acquire "map_find:$key";
1192
1124 # do it the slow way 1193 # do it the slow way
1125 my $map = try_load_header $path->save_path; 1194 my $map = try_load_header $path->save_path;
1126 1195
1127 if ($map) { 1196 if ($map) {
1128 # safety 1197 # safety
1142 $map->instantiate; 1211 $map->instantiate;
1143 1212
1144 # per-player maps become, after loading, normal maps 1213 # per-player maps become, after loading, normal maps
1145 $map->per_player (0) if $path->{user_rel}; 1214 $map->per_player (0) if $path->{user_rel};
1146 } 1215 }
1147 #Coro::Timer::sleep 1;#d#
1148 1216
1149 $map->path ($key); 1217 $map->path ($key);
1150 $map->{path} = $path; 1218 $map->{path} = $path;
1151 $map->{last_save} = $cf::RUNTIME; 1219 $map->{last_save} = $cf::RUNTIME;
1152 $map->last_access ($cf::RUNTIME); 1220 $map->last_access ($cf::RUNTIME);
1153 1221
1154 if ($map->should_reset) { 1222 if ($map->should_reset) {
1155 $map->reset; 1223 $map->reset;
1224 undef $guard;
1156 $map = find_map $path; 1225 $map = find_map $path;
1157 } 1226 }
1158 1227
1159 $cf::MAP{$key} = $map 1228 $cf::MAP{$key} = $map
1160 } 1229 }
1161} 1230}
1162 1231
1163sub load { 1232sub load {
1164 my ($self) = @_; 1233 my ($self) = @_;
1165 1234
1235 my $path = $self->{path};
1236 my $guard = cf::lock_acquire "map_load:" . $path->as_string;
1237
1166 return if $self->in_memory != cf::MAP_SWAPPED; 1238 return if $self->in_memory != cf::MAP_SWAPPED;
1167 1239
1168 $self->in_memory (cf::MAP_LOADING); 1240 $self->in_memory (cf::MAP_LOADING);
1169
1170 my $path = $self->{path};
1171 1241
1172 $self->alloc; 1242 $self->alloc;
1173 $self->load_objects ($self->{load_path}, 1) 1243 $self->load_objects ($self->{load_path}, 1)
1174 or return; 1244 or return;
1175 1245
1408=cut 1478=cut
1409 1479
1410sub cf::object::player::enter_link { 1480sub cf::object::player::enter_link {
1411 my ($self) = @_; 1481 my ($self) = @_;
1412 1482
1483 $self->deactivate_recursive;
1484
1413 return if $self->map == $LINK_MAP; 1485 return if $self->map == $LINK_MAP;
1414 1486
1415 $self->{_link_pos} = [$self->map->{path}, $self->x, $self->y] 1487 $self->{_link_pos} ||= [$self->map->{path}, $self->x, $self->y]
1416 if $self->map; 1488 if $self->map;
1417 1489
1418 $self->enter_map ($LINK_MAP, 20, 20); 1490 $self->enter_map ($LINK_MAP, 20, 20);
1419 $self->deactivate_recursive;
1420} 1491}
1421 1492
1422sub cf::object::player::leave_link { 1493sub cf::object::player::leave_link {
1423 my ($self, $map, $x, $y) = @_; 1494 my ($self, $map, $x, $y) = @_;
1424 1495
1446 $map->load; 1517 $map->load;
1447 1518
1448 $self->activate_recursive; 1519 $self->activate_recursive;
1449 $self->enter_map ($map, $x, $y); 1520 $self->enter_map ($map, $x, $y);
1450} 1521}
1522
1523cf::player->attach (
1524 on_logout => sub {
1525 my ($pl) = @_;
1526
1527 # abort map switching before logout
1528 if ($pl->ob->{_link_pos}) {
1529 cf::sync_job {
1530 $pl->ob->leave_link
1531 };
1532 }
1533 },
1534 on_login => sub {
1535 my ($pl) = @_;
1536
1537 # try to abort aborted map switching on player login :)
1538 # should happen only on crashes
1539 if ($pl->ob->{_link_pos}) {
1540 $pl->ob->enter_link;
1541 Coro::async {
1542 # we need this sleep as the login has a concurrent enter_exit running
1543 # and this sleep increases chances of the player not ending up in scorn
1544 Coro::Timer::sleep 1;
1545 $pl->ob->leave_link;
1546 };
1547 }
1548 },
1549);
1451 1550
1452=item $player_object->goto_map ($path, $x, $y) 1551=item $player_object->goto_map ($path, $x, $y)
1453 1552
1454=cut 1553=cut
1455 1554
1816 1915
1817{ 1916{
1818 my $path = cf::localdir . "/database.pst"; 1917 my $path = cf::localdir . "/database.pst";
1819 1918
1820 sub db_load() { 1919 sub db_load() {
1821 warn "loading database $path\n";#d# remove later
1822 $DB = stat $path ? Storable::retrieve $path : { }; 1920 $DB = stat $path ? Storable::retrieve $path : { };
1823 } 1921 }
1824 1922
1825 my $pid; 1923 my $pid;
1826 1924
1827 sub db_save() { 1925 sub db_save() {
1828 warn "saving database $path\n";#d# remove later
1829 waitpid $pid, 0 if $pid; 1926 waitpid $pid, 0 if $pid;
1830 if (0 == ($pid = fork)) { 1927 if (0 == ($pid = fork)) {
1831 $DB->{_meta}{version} = 1; 1928 $DB->{_meta}{version} = 1;
1832 Storable::nstore $DB, "$path~"; 1929 Storable::nstore $DB, "$path~";
1833 rename "$path~", $path; 1930 rename "$path~", $path;

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