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Revision: 1.143
Committed: Fri Nov 6 13:31:47 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.142: +0 -4 lines
Log Message:
remove or document dead code

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.120 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.108 *
4 root 1.129 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.108 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.139 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 root 1.108 *
13 root 1.112 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.108 *
18 root 1.139 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.108 *
22 root 1.120 * The authors can be reached via e-mail to <support@deliantra.net>
23 root 1.84 */
24 elmex 1.1
25     #include <global.h>
26     #include <object.h>
27     #include <tod.h>
28    
29 root 1.47 #include <sproto.h>
30     #include <time.h>
31 elmex 1.1
32 root 1.126 #include <glib.h>
33    
34 elmex 1.1 #include <../random_maps/random_map.h>
35     #include <../random_maps/rproto.h>
36     #include "path.h"
37    
38 root 1.20 void
39 root 1.23 version (object *op)
40 root 1.20 {
41 root 1.121 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
42 root 1.20 }
43    
44 elmex 1.1 /* This is a basic little function to put the player back to his
45     * savebed. We do some error checking - its possible that the
46     * savebed map may no longer exist, so we make sure the player
47     * goes someplace.
48     */
49 root 1.20 void
50 root 1.23 enter_player_savebed (object *op)
51 elmex 1.1 {
52 root 1.128 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
53 elmex 1.1 }
54    
55     /*
56 root 1.62 * enter_map(): Moves the player and pets from current map (if any) to
57 elmex 1.1 * new map. map, x, y must be set. map is the map we are moving the
58     * player to - it could be the map he just came from if the load failed for
59     * whatever reason. If default map coordinates are to be used, then
60     * the function that calls this should figure them out.
61     */
62 root 1.62 void
63     object::enter_map (maptile *newmap, int x, int y)
64 root 1.20 {
65 root 1.124 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
66 root 1.69 return;
67    
68 root 1.20 if (out_of_map (newmap, x, y))
69     {
70 root 1.62 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
71 root 1.58 x = newmap->enter_x;
72     y = newmap->enter_y;
73 root 1.20 if (out_of_map (newmap, x, y))
74     {
75     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
76 root 1.62 &newmap->path, x, y, newmap->width, newmap->height);
77     new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
78 root 1.20 return;
79     }
80     }
81 root 1.31
82 root 1.78 if (contr && map != newmap && map)
83 root 1.65 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
84     return;
85    
86 root 1.82 // remove, so stupid ob_locked does not trigger a failure
87 root 1.65 remove ();
88    
89 root 1.20 /* try to find a spot for the player */
90 root 1.117 if (blocked (newmap, x, y))
91 root 1.20 { /* First choice blocked */
92     /* We try to find a spot for the player, starting closest in.
93     * We could use find_first_free_spot, but that doesn't randomize it at all,
94     * So for example, if the north space is free, you would always end up there even
95     * if other spaces around are available.
96     * Note that for the second and third calls, we could start at a position other
97     * than one, but then we could end up on the other side of walls and so forth.
98     */
99 root 1.62 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
100 root 1.23
101 root 1.20 if (i == -1)
102     {
103 root 1.62 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
104 root 1.20 if (i == -1)
105 root 1.62 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
106 root 1.20 }
107 root 1.31
108 root 1.20 if (i != -1)
109     {
110     x += freearr_x[i];
111     y += freearr_y[i];
112     }
113     else
114 root 1.62 /* not much we can do in this case. */
115     LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", &newmap->path, x, y);
116     }
117 elmex 1.1
118 root 1.78 if (contr && map != newmap)
119 root 1.69 {
120     if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
121     return;
122 root 1.31
123 root 1.69 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
124     return;
125     }
126 root 1.20
127 root 1.62 this->x = x;
128     this->y = y;
129     map = newmap;
130 root 1.20
131 root 1.62 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
132 root 1.20
133 root 1.82 enemy = 0;
134 root 1.20
135 root 1.62 if (contr)
136 root 1.20 {
137 root 1.70 contr->maplevel = newmap->path;
138 root 1.62 contr->count = 0;
139 root 1.20 }
140    
141     /* Update any golems */
142 root 1.99 if (type == PLAYER)
143 root 1.100 if (object *golem = contr->golem)
144 root 1.99 {
145     int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
146    
147     if (i < 0)
148 root 1.133 golem->drop_and_destroy ();
149 root 1.99 else
150     {
151     newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
152     golem->direction = find_dir_2 (x - golem->x, y - golem->y);
153     }
154     }
155 root 1.31
156 root 1.20 /* since the players map is already loaded, we don't need to worry
157     * about pending objects.
158     */
159     remove_all_pets (newmap);
160 elmex 1.1 }
161    
162     /* process_players1 and process_players2 do all the player related stuff.
163     * I moved it out of process events and process_map. This was to some
164     * extent for debugging as well as to get a better idea of the time used
165     * by the various functions. process_players1() does the processing before
166     * objects have been updated, process_players2() does the processing that
167     * is needed after the players have been updated.
168     */
169 root 1.46 static void
170     process_players1 ()
171 elmex 1.1 {
172 root 1.20 /* Basically, we keep looping until all the players have done their actions. */
173 root 1.94 for (int flag = 1; flag != 0;)
174 root 1.20 {
175     flag = 0;
176 root 1.56 for_all_players (pl)
177 root 1.20 {
178 root 1.56 pl->refcnt_chk ();
179 elmex 1.1
180 root 1.109 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
181 root 1.20 continue;
182    
183 root 1.106 if (handle_newcs_player (pl->ob))
184     flag = 1;
185     }
186     }
187 root 1.46
188 root 1.55 for_all_players (pl)
189 root 1.20 {
190 root 1.102 object *ob = pl->ob;
191    
192 root 1.109 if (expect_false (!ob || !pl->ns || !ob->active))
193 root 1.56 continue;
194    
195 root 1.102 do_some_living (ob);
196 elmex 1.1 }
197     }
198    
199 root 1.46 static void
200     process_players2 ()
201 elmex 1.1 {
202 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
203 root 1.55 for_all_players (pl)
204 root 1.20 {
205 root 1.106 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
206     pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
207 elmex 1.1 }
208     }
209    
210 root 1.142 static void
211 root 1.46 process_events ()
212 root 1.20 {
213 root 1.46 process_players1 ();
214 elmex 1.1
215 root 1.81 for_all_actives (op)
216 root 1.20 {
217     /* Now process op */
218 root 1.109 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
219 root 1.20 {
220     LOG (llevError, "BUG: process_events(): Free object on list\n");
221 root 1.59 op->set_speed (0);
222 root 1.20 continue;
223     }
224    
225 root 1.109 if (expect_false (!op->has_active_speed ()))
226 root 1.20 {
227 elmex 1.66 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
228     "but is on active list\n", op->debug_desc (), op->speed);
229 root 1.59 op->set_speed (0);
230 root 1.20 continue;
231 root 1.14 }
232    
233 root 1.109 if (expect_false (op->flag [FLAG_REMOVED]))
234 root 1.20 {
235 root 1.96 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
236     op->debug_desc ());
237 root 1.59 op->set_speed (0);
238 root 1.20 continue;
239 root 1.14 }
240    
241 root 1.46 /* Animate the object. Bug or feature that anim_speed
242 root 1.20 * is based on ticks, and not the creatures speed?
243     */
244     if (op->anim_speed && op->last_anim >= op->anim_speed)
245     {
246 root 1.102 animate_object (op, op->contr ? op->facing : op->direction);
247 root 1.20 op->last_anim = 1;
248     }
249     else
250 root 1.102 ++op->last_anim;
251 elmex 1.1
252 root 1.127 if (expect_false (op->speed_left > 0.f))
253 root 1.20 {
254     --op->speed_left;
255     process_object (op);
256 root 1.14 }
257 root 1.28
258 root 1.127 if (expect_true (!op->contr))
259 root 1.102 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
260 elmex 1.1 }
261    
262 root 1.46 process_players2 ();
263 elmex 1.1 }
264    
265 root 1.62 /* clean up everything before exiting */
266 root 1.20 void
267 root 1.62 emergency_save ()
268 root 1.20 {
269 root 1.62 LOG (llevDebug, "emergency save begin.\n");
270 elmex 1.1
271 root 1.83 cfperl_emergency_save ();
272 root 1.62
273     LOG (llevDebug, "saving book archive.\n");
274     write_book_archive ();
275 root 1.47
276 root 1.62 LOG (llevDebug, "emergency save done.\n");
277 elmex 1.1 }
278    
279 root 1.79 // send all clients some informational text
280     static void
281     cleanup_inform (const char *cause, bool make_core)
282     {
283 root 1.114 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
284 root 1.83
285 root 1.111 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
286     new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
287 root 1.79
288     if (make_core)
289 root 1.111 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
290 root 1.79 else
291 root 1.111 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
292 root 1.79
293 root 1.111 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
294 root 1.79
295 root 1.113 client::flush_sockets ();
296 root 1.79 }
297    
298 elmex 1.1 /* clean up everything before exiting */
299 root 1.20 void
300 root 1.79 cleanup (const char *cause, bool make_core)
301 elmex 1.1 {
302 root 1.84 if (make_core)
303 root 1.85 fork_abort (cause);
304 root 1.84
305 root 1.79 LOG (llevError, "cleanup cause: %s\n", cause);
306    
307     if (!make_core)
308     cleanup_inform (cause, make_core);
309    
310 root 1.62 LOG (llevDebug, "cleanup begin.\n");
311    
312 root 1.65 if (init_done && !in_cleanup)
313 root 1.67 {
314     in_cleanup = true;
315     emergency_save ();
316     }
317     else
318     in_cleanup = true;
319 root 1.29
320 root 1.62 LOG (llevDebug, "running cleanup handlers.\n");
321     INVOKE_GLOBAL (CLEANUP);
322 root 1.23
323 root 1.62 LOG (llevDebug, "cleanup done.\n");
324 root 1.25
325 root 1.123 log_cleanup ();
326    
327 root 1.49 if (make_core)
328 root 1.130 cleanup_inform (cause, make_core);
329 root 1.49 else
330 root 1.88 {
331 root 1.115 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
332     new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
333 root 1.113 client::flush_sockets ();
334 root 1.88 }
335 root 1.130
336     cfperl_cleanup (make_core);
337     _exit (make_core);
338 elmex 1.1 }
339    
340     /*
341 root 1.73 * do_specials() is a collection of functions to call from time to time.
342 elmex 1.1 * Modified 2000-1-14 MSW to use the global pticks count to determine how
343     * often to do things. This will allow us to spred them out more often.
344     * I use prime numbers for the factor count - in that way, it is less likely
345     * these actions will fall on the same tick (compared to say using 500/2500/15000
346     * which would mean on that 15,000 tick count a whole bunch of stuff gets
347     * done). Of course, there can still be times where multiple specials are
348     * done on the same tick, but that will happen very infrequently
349     *
350     * I also think this code makes it easier to see how often we really are
351     * doing the various things.
352     */
353 root 1.141 static void
354 root 1.20 do_specials (void)
355     {
356 root 1.122 shstr::gc ();
357 root 1.125 archetype::gc ();
358 root 1.122
359 root 1.109 if (expect_false (!(pticks % TICKS_PER_HOUR)))
360 root 1.134 maptile::adjust_daylight ();
361 elmex 1.1
362 root 1.109 if (expect_false (!(pticks % 2503)))
363 root 1.20 fix_weight (); /* Hack to fix weightproblems caused by bugs */
364 elmex 1.1
365 root 1.109 if (expect_false (!(pticks % 5003)))
366 root 1.20 write_book_archive ();
367 elmex 1.1
368 root 1.109 if (expect_false (!(pticks % 5009)))
369 root 1.20 clean_friendly_list ();
370 elmex 1.1
371 root 1.109 if (expect_false (!(pticks % 5011)))
372 root 1.20 obsolete_parties ();
373 elmex 1.1
374 root 1.109 if (expect_false (!(pticks % 12503)))
375 root 1.20 fix_luck ();
376 elmex 1.1 }
377    
378 root 1.20 void
379     server_tick ()
380 root 1.2 {
381 root 1.44 // first do the user visible stuff
382 root 1.12 INVOKE_GLOBAL (CLOCK);
383 root 1.113 process_events (); // "do" something with objects with speed
384     client::clock (); // draw client maps etc.
385 root 1.44
386     // then do some bookkeeping, should not really be here
387 root 1.20 do_specials (); /* Routines called from time to time. */
388 root 1.56 attachable::check_mortals ();
389 root 1.5
390     ++pticks;
391 root 1.2 }
392    
393 root 1.87 // normal main
394 root 1.20 int
395     main (int argc, char **argv)
396 elmex 1.1 {
397 root 1.6 settings.argc = argc;
398     settings.argv = argv;
399 root 1.137
400 root 1.136 rndm.seed (time (0));
401 root 1.126 g_thread_init (0); // for the slice allocator only
402    
403 root 1.6 init (argc, argv);
404    
405     for (;;)
406     cfperl_main ();
407 root 1.64 }
408 root 1.116