… | |
… | |
687 | |
687 | |
688 | while ($busy) { |
688 | while ($busy) { |
689 | if (Coro::nready) { |
689 | if (Coro::nready) { |
690 | Coro::cede_notself; |
690 | Coro::cede_notself; |
691 | } else { |
691 | } else { |
692 | EV::loop EV::LOOP_ONESHOT; |
692 | EV::run EV::RUN_ONCE; |
693 | } |
693 | } |
694 | } |
694 | } |
695 | |
695 | |
696 | my $time = AE::time - $time; |
696 | my $time = AE::time - $time; |
697 | |
697 | |
… | |
… | |
2384 | |
2384 | |
2385 | $MAP_PREFETCHER ||= cf::async { |
2385 | $MAP_PREFETCHER ||= cf::async { |
2386 | $Coro::current->{desc} = "map prefetcher"; |
2386 | $Coro::current->{desc} = "map prefetcher"; |
2387 | |
2387 | |
2388 | while (%MAP_PREFETCH) { |
2388 | while (%MAP_PREFETCH) { |
2389 | while (my ($k, $v) = each %MAP_PREFETCH) { |
2389 | for my $k (keys %MAP_PREFETCH) { |
2390 | if (my $map = find $k) { |
2390 | if (my $map = find $k) { |
2391 | $map->load if $v; |
2391 | $map->load if $v; |
2392 | } |
2392 | } |
2393 | |
2393 | |
2394 | delete $MAP_PREFETCH{$k}; |
2394 | delete $MAP_PREFETCH{$k}; |
… | |
… | |
2742 | =item $player_object->may ("access") |
2742 | =item $player_object->may ("access") |
2743 | |
2743 | |
2744 | Returns wether the given player is authorized to access resource "access" |
2744 | Returns wether the given player is authorized to access resource "access" |
2745 | (e.g. "command_wizcast"). |
2745 | (e.g. "command_wizcast"). |
2746 | |
2746 | |
|
|
2747 | This is implemented by checking a config setting of C<may_access> where |
|
|
2748 | C<access> is replaced by the access string. The following alternatives are |
|
|
2749 | possible (and are tested in order): |
|
|
2750 | |
|
|
2751 | =over 4 |
|
|
2752 | |
|
|
2753 | =item * Player is DM |
|
|
2754 | |
|
|
2755 | The request will succeed. |
|
|
2756 | |
|
|
2757 | =item * may_access is an array reference |
|
|
2758 | |
|
|
2759 | If either the player nickname or UUID is in the array, the request will |
|
|
2760 | succeed, otherwise it will fail. |
|
|
2761 | |
|
|
2762 | =item * may_access is a true value |
|
|
2763 | |
|
|
2764 | The request will succeed. |
|
|
2765 | |
|
|
2766 | =item * may_access is missing or false |
|
|
2767 | |
|
|
2768 | The request will fail. |
|
|
2769 | |
|
|
2770 | =back |
|
|
2771 | |
2747 | =cut |
2772 | =cut |
2748 | |
2773 | |
2749 | sub cf::object::player::may { |
2774 | sub cf::object::player::may { |
2750 | my ($self, $access) = @_; |
2775 | my ($self, $access) = @_; |
2751 | |
2776 | |
2752 | $self->flag (cf::FLAG_WIZ) || |
2777 | $self->flag (cf::FLAG_WIZ) || |
2753 | (ref $cf::CFG{"may_$access"} |
2778 | (ref $cf::CFG{"may_$access"} |
2754 | ? scalar grep $self->name eq $_, @{$cf::CFG{"may_$access"}} |
2779 | ? scalar grep $self->name eq $_ || $self->uuid eq $_, @{$cf::CFG{"may_$access"}} |
2755 | : $cf::CFG{"may_$access"}) |
2780 | : $cf::CFG{"may_$access"}) |
2756 | } |
2781 | } |
2757 | |
2782 | |
2758 | =item $player_object->enter_link |
2783 | =item $player_object->enter_link |
2759 | |
2784 | |
… | |
… | |
2762 | The player should be reasonably safe there for short amounts of time (e.g. |
2787 | The player should be reasonably safe there for short amounts of time (e.g. |
2763 | for loading a map). You I<MUST> call C<leave_link> as soon as possible, |
2788 | for loading a map). You I<MUST> call C<leave_link> as soon as possible, |
2764 | though, as the player cannot control the character while it is on the link |
2789 | though, as the player cannot control the character while it is on the link |
2765 | map. |
2790 | map. |
2766 | |
2791 | |
2767 | Will never block. |
2792 | This method will never block, which is the whole reaosn for it's |
|
|
2793 | existance: you can I<always> put a player onto the link map, which is the |
|
|
2794 | only place to put objects that is guaranteed to exist. |
|
|
2795 | |
|
|
2796 | A typical usage pattern is to call C<enter_link> synchronously from the |
|
|
2797 | server, then start a new thread, do your blocking stuff there and then |
|
|
2798 | call C<leave_link> from that thread. |
2768 | |
2799 | |
2769 | =item $player_object->leave_link ($map, $x, $y) |
2800 | =item $player_object->leave_link ($map, $x, $y) |
2770 | |
2801 | |
2771 | Moves the player out of the special C<{link}> map onto the specified |
2802 | Moves the player out of the special C<{link}> map onto the specified |
2772 | map. If the map is not valid (or omitted), the player will be moved back |
2803 | map. If the map is not valid (or omitted), the player will be moved back |
… | |
… | |
3884 | seek $fh, 0, 0; |
3915 | seek $fh, 0, 0; |
3885 | print $fh $$; |
3916 | print $fh $$; |
3886 | } |
3917 | } |
3887 | |
3918 | |
3888 | sub main_loop { |
3919 | sub main_loop { |
3889 | trace "EV::loop starting\n"; |
3920 | trace "EV::run starting\n"; |
3890 | if (1) { |
3921 | if (1) { |
3891 | EV::loop; |
3922 | EV::run; |
3892 | } |
3923 | } |
3893 | trace "EV::loop returned\n"; |
3924 | trace "EV::run returned\n"; |
3894 | goto &main_loop unless $REALLY_UNLOOP; |
3925 | goto &main_loop unless $REALLY_UNLOOP; |
3895 | } |
3926 | } |
3896 | |
3927 | |
3897 | sub main { |
3928 | sub main { |
3898 | cf::init_globals; # initialise logging |
3929 | cf::init_globals; # initialise logging |
… | |
… | |
3907 | # we must not ever block the main coroutine |
3938 | # we must not ever block the main coroutine |
3908 | $Coro::idle = sub { |
3939 | $Coro::idle = sub { |
3909 | Carp::cluck "FATAL: Coro::idle was called, major BUG, use cf::sync_job!\n";#d# |
3940 | Carp::cluck "FATAL: Coro::idle was called, major BUG, use cf::sync_job!\n";#d# |
3910 | (async { |
3941 | (async { |
3911 | $Coro::current->{desc} = "IDLE BUG HANDLER"; |
3942 | $Coro::current->{desc} = "IDLE BUG HANDLER"; |
3912 | EV::loop EV::LOOP_ONESHOT; |
3943 | EV::run EV::RUN_ONCE; |
3913 | })->prio (Coro::PRIO_MAX); |
3944 | })->prio (Coro::PRIO_MAX); |
3914 | }; |
3945 | }; |
3915 | |
3946 | |
3916 | evthread_start IO::AIO::poll_fileno; |
3947 | evthread_start IO::AIO::poll_fileno; |
3917 | |
3948 | |