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Revision: 1.156
Committed: Wed Apr 21 07:10:01 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.155: +27 -25 lines
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# 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 1.149 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.148 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 root 1.108 *
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 1.155 // remove, so stupid blocked 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 1.155 if (i < 0)
102 root 1.20 {
103 root 1.62 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
104 root 1.155 if (i < 0)
105 root 1.62 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
106 root 1.20 }
107 root 1.31
108 root 1.155 if (i >= 0)
109 root 1.20 {
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 1.156 enemy = 0;
128    
129 root 1.154 newmap->insert (this, x, y, 0, INS_NO_WALK_ON);
130 root 1.20
131 root 1.156 if (map == newmap)
132     {
133     if (contr)
134     {
135     contr->maplevel = newmap->path;
136     contr->count = 0;
137    
138     /* Update any golems */
139     if (object *golem = contr->golem)
140     {
141     int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
142    
143     if (i < 0)
144     golem->drop_and_destroy ();
145     else
146     {
147     newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
148     golem->direction = find_dir_2 (golem->x - x, golem->y - y);
149     }
150     }
151     }
152 root 1.20
153 root 1.156 /* since the players map is already loaded, we don't need to worry
154     * about pending objects.
155     */
156     move_all_pets ();
157 root 1.20 }
158 elmex 1.1 }
159    
160     /* process_players1 and process_players2 do all the player related stuff.
161     * I moved it out of process events and process_map. This was to some
162     * extent for debugging as well as to get a better idea of the time used
163     * by the various functions. process_players1() does the processing before
164     * objects have been updated, process_players2() does the processing that
165     * is needed after the players have been updated.
166     */
167 root 1.46 static void
168     process_players1 ()
169 elmex 1.1 {
170 root 1.20 /* Basically, we keep looping until all the players have done their actions. */
171 root 1.94 for (int flag = 1; flag != 0;)
172 root 1.20 {
173     flag = 0;
174 root 1.56 for_all_players (pl)
175 root 1.20 {
176 root 1.56 pl->refcnt_chk ();
177 elmex 1.1
178 root 1.109 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
179 root 1.20 continue;
180    
181 root 1.106 if (handle_newcs_player (pl->ob))
182     flag = 1;
183     }
184     }
185 root 1.46
186 root 1.55 for_all_players (pl)
187 root 1.20 {
188 root 1.102 object *ob = pl->ob;
189    
190 root 1.144 // process_objects destroys the speed_left value
191     pl->speed_left_save = ob->speed_left;
192    
193 root 1.109 if (expect_false (!ob || !pl->ns || !ob->active))
194 root 1.56 continue;
195    
196 root 1.102 do_some_living (ob);
197 elmex 1.1 }
198     }
199    
200 root 1.46 static void
201     process_players2 ()
202 elmex 1.1 {
203 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
204 root 1.55 for_all_players (pl)
205 root 1.20 {
206 root 1.144 // restore speed_left value saved by process_players1
207     pl->ob->speed_left = pl->speed_left_save;
208    
209 root 1.106 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
210     pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
211 elmex 1.1 }
212     }
213    
214 root 1.142 static void
215 root 1.46 process_events ()
216 root 1.20 {
217 root 1.46 process_players1 ();
218 elmex 1.1
219 root 1.81 for_all_actives (op)
220 root 1.20 {
221 root 1.144 // try to prefetch some stuff we expect to need
222     // obviously, it should be grouped into the same cacheline.
223     // preliminary results indicate that this gives halves the speed
224     // used for the inner loop
225     if (_i < actives.size ()) // HACK, rely on _i :/
226     {
227     object *next = actives [_i + 1];
228    
229     prefetch (&next->flag , 0, 1);
230     prefetch (&next->speed , 0, 1);
231     prefetch (&next->anim_speed, 0, 1);
232     prefetch (&next->contr , 0, 1);
233     }
234    
235 root 1.20 /* Now process op */
236 root 1.150 if (expect_false (op->flag [FLAG_FREED]))
237 root 1.20 {
238     LOG (llevError, "BUG: process_events(): Free object on list\n");
239 root 1.59 op->set_speed (0);
240 root 1.20 continue;
241     }
242    
243 root 1.109 if (expect_false (!op->has_active_speed ()))
244 root 1.20 {
245 elmex 1.66 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
246     "but is on active list\n", op->debug_desc (), op->speed);
247 root 1.59 op->set_speed (0);
248 root 1.20 continue;
249 root 1.14 }
250    
251 root 1.109 if (expect_false (op->flag [FLAG_REMOVED]))
252 root 1.20 {
253 root 1.96 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
254     op->debug_desc ());
255 root 1.59 op->set_speed (0);
256 root 1.20 continue;
257 root 1.14 }
258    
259 root 1.46 /* Animate the object. Bug or feature that anim_speed
260 root 1.20 * is based on ticks, and not the creatures speed?
261     */
262     if (op->anim_speed && op->last_anim >= op->anim_speed)
263     {
264 root 1.102 animate_object (op, op->contr ? op->facing : op->direction);
265 root 1.20 op->last_anim = 1;
266     }
267     else
268 root 1.102 ++op->last_anim;
269 elmex 1.1
270 root 1.127 if (expect_false (op->speed_left > 0.f))
271 root 1.20 {
272     --op->speed_left;
273     process_object (op);
274 root 1.14 }
275 root 1.28
276 root 1.144 // this will destroy the speed_left value for players, but
277     // process_players1 and ..2 save/restore the real value,
278     // so we can avoid a costly test here.
279 root 1.145 op->speed_left = min (op->speed, op->speed_left + op->speed);
280 elmex 1.1 }
281    
282 root 1.46 process_players2 ();
283 elmex 1.1 }
284    
285 root 1.62 /* clean up everything before exiting */
286 root 1.20 void
287 root 1.62 emergency_save ()
288 root 1.20 {
289 root 1.62 LOG (llevDebug, "emergency save begin.\n");
290 elmex 1.1
291 root 1.83 cfperl_emergency_save ();
292 root 1.62
293     LOG (llevDebug, "saving book archive.\n");
294     write_book_archive ();
295 root 1.47
296 root 1.62 LOG (llevDebug, "emergency save done.\n");
297 elmex 1.1 }
298    
299 root 1.79 // send all clients some informational text
300     static void
301     cleanup_inform (const char *cause, bool make_core)
302     {
303 root 1.114 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
304 root 1.83
305 root 1.111 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
306     new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
307 root 1.79
308     if (make_core)
309 root 1.111 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
310 root 1.79 else
311 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.");
312 root 1.79
313 root 1.111 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
314 root 1.79
315 root 1.113 client::flush_sockets ();
316 root 1.79 }
317    
318 elmex 1.1 /* clean up everything before exiting */
319 root 1.20 void
320 root 1.79 cleanup (const char *cause, bool make_core)
321 elmex 1.1 {
322 root 1.84 if (make_core)
323 root 1.85 fork_abort (cause);
324 root 1.84
325 root 1.79 LOG (llevError, "cleanup cause: %s\n", cause);
326    
327     if (!make_core)
328     cleanup_inform (cause, make_core);
329    
330 root 1.62 LOG (llevDebug, "cleanup begin.\n");
331    
332 root 1.65 if (init_done && !in_cleanup)
333 root 1.67 {
334     in_cleanup = true;
335     emergency_save ();
336     }
337     else
338     in_cleanup = true;
339 root 1.29
340 root 1.62 LOG (llevDebug, "running cleanup handlers.\n");
341     INVOKE_GLOBAL (CLEANUP);
342 root 1.23
343 root 1.62 LOG (llevDebug, "cleanup done.\n");
344 root 1.25
345 root 1.123 log_cleanup ();
346    
347 root 1.49 if (make_core)
348 root 1.130 cleanup_inform (cause, make_core);
349 root 1.49 else
350 root 1.88 {
351 root 1.115 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
352     new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
353 root 1.113 client::flush_sockets ();
354 root 1.88 }
355 root 1.130
356     cfperl_cleanup (make_core);
357     _exit (make_core);
358 elmex 1.1 }
359    
360     /*
361 root 1.73 * do_specials() is a collection of functions to call from time to time.
362 elmex 1.1 * Modified 2000-1-14 MSW to use the global pticks count to determine how
363     * often to do things. This will allow us to spred them out more often.
364     * I use prime numbers for the factor count - in that way, it is less likely
365     * these actions will fall on the same tick (compared to say using 500/2500/15000
366     * which would mean on that 15,000 tick count a whole bunch of stuff gets
367     * done). Of course, there can still be times where multiple specials are
368     * done on the same tick, but that will happen very infrequently
369     *
370     * I also think this code makes it easier to see how often we really are
371     * doing the various things.
372     */
373 root 1.141 static void
374 root 1.146 do_specials ()
375 root 1.20 {
376 root 1.122 shstr::gc ();
377 root 1.125 archetype::gc ();
378 root 1.122
379 root 1.109 if (expect_false (!(pticks % TICKS_PER_HOUR)))
380 root 1.134 maptile::adjust_daylight ();
381 elmex 1.1
382 root 1.109 if (expect_false (!(pticks % 2503)))
383 root 1.20 fix_weight (); /* Hack to fix weightproblems caused by bugs */
384 elmex 1.1
385 root 1.109 if (expect_false (!(pticks % 5003)))
386 root 1.20 write_book_archive ();
387 elmex 1.1
388 root 1.109 if (expect_false (!(pticks % 5009)))
389 root 1.20 clean_friendly_list ();
390 elmex 1.1
391 root 1.109 if (expect_false (!(pticks % 5011)))
392 root 1.20 obsolete_parties ();
393 elmex 1.1
394 root 1.109 if (expect_false (!(pticks % 12503)))
395 root 1.20 fix_luck ();
396 elmex 1.1 }
397    
398 root 1.20 void
399     server_tick ()
400 root 1.2 {
401 root 1.44 // first do the user visible stuff
402 root 1.12 INVOKE_GLOBAL (CLOCK);
403 root 1.113 process_events (); // "do" something with objects with speed
404     client::clock (); // draw client maps etc.
405 root 1.44
406     // then do some bookkeeping, should not really be here
407 root 1.20 do_specials (); /* Routines called from time to time. */
408 root 1.56 attachable::check_mortals ();
409 root 1.5
410     ++pticks;
411 root 1.151
412     if (object::object_count >= RESTART_COUNT)
413     cleanup ("running out of protocol ID values - need full restart");
414 root 1.2 }
415    
416 root 1.87 // normal main
417 root 1.20 int
418     main (int argc, char **argv)
419 elmex 1.1 {
420 root 1.6 settings.argc = argc;
421     settings.argv = argv;
422 root 1.137
423 root 1.136 rndm.seed (time (0));
424 root 1.126 g_thread_init (0); // for the slice allocator only
425    
426 root 1.6 init (argc, argv);
427    
428     for (;;)
429     cfperl_main ();
430 root 1.64 }
431 root 1.116