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Revision: 1.160
Committed: Wed Apr 28 11:19:09 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.159: +2 -1 lines
Log Message:
re-appl<y no-auto-exit hack :(

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 1.149 * 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 root 1.157 * savebed.
46 elmex 1.1 */
47 root 1.20 void
48 root 1.23 enter_player_savebed (object *op)
49 elmex 1.1 {
50 root 1.128 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
51 elmex 1.1 }
52    
53     /*
54 root 1.62 * enter_map(): Moves the player and pets from current map (if any) to
55 elmex 1.1 * new map. map, x, y must be set. map is the map we are moving the
56     * player to - it could be the map he just came from if the load failed for
57     * whatever reason. If default map coordinates are to be used, then
58     * the function that calls this should figure them out.
59     */
60 root 1.157 bool
61 root 1.62 object::enter_map (maptile *newmap, int x, int y)
62 root 1.20 {
63 root 1.124 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
64 root 1.157 return false;
65 root 1.69
66 root 1.20 if (out_of_map (newmap, x, y))
67     {
68 root 1.62 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
69 root 1.58 x = newmap->enter_x;
70     y = newmap->enter_y;
71 root 1.20 if (out_of_map (newmap, x, y))
72     {
73     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
74 root 1.62 &newmap->path, x, y, newmap->width, newmap->height);
75     new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
76 root 1.157 return false;
77 root 1.20 }
78     }
79 root 1.31
80 root 1.78 if (contr && map != newmap && map)
81 root 1.65 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
82 root 1.157 return false;
83 root 1.65
84 root 1.155 // remove, so stupid blocked does not trigger a failure
85 root 1.65 remove ();
86    
87 root 1.20 /* try to find a spot for the player */
88 root 1.117 if (blocked (newmap, x, y))
89 root 1.20 { /* First choice blocked */
90     /* We try to find a spot for the player, starting closest in.
91     * We could use find_first_free_spot, but that doesn't randomize it at all,
92     * So for example, if the north space is free, you would always end up there even
93     * if other spaces around are available.
94     * Note that for the second and third calls, we could start at a position other
95     * than one, but then we could end up on the other side of walls and so forth.
96     */
97 root 1.62 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
98 root 1.23
99 root 1.155 if (i < 0)
100 root 1.20 {
101 root 1.62 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
102 root 1.155 if (i < 0)
103 root 1.62 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
104 root 1.20 }
105 root 1.31
106 root 1.155 if (i >= 0)
107 root 1.20 {
108     x += freearr_x[i];
109     y += freearr_y[i];
110     }
111     else
112 root 1.62 /* not much we can do in this case. */
113     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);
114     }
115 elmex 1.1
116 root 1.78 if (contr && map != newmap)
117 root 1.69 {
118     if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
119 root 1.157 return false;
120 root 1.31
121 root 1.69 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
122 root 1.157 return false;
123 root 1.69 }
124 root 1.20
125 root 1.156 enemy = 0;
126    
127 root 1.160 //newmap->insert (this, x, y);
128     newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
129 root 1.20
130 root 1.157 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
131 root 1.156 {
132     if (contr)
133     {
134     contr->maplevel = newmap->path;
135     contr->count = 0;
136    
137     /* Update any golems */
138     if (object *golem = contr->golem)
139     {
140     int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
141    
142     if (i < 0)
143     golem->drop_and_destroy ();
144     else
145     {
146     newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
147     golem->direction = find_dir_2 (golem->x - x, golem->y - y);
148     }
149     }
150     }
151 root 1.20
152 root 1.156 /* since the players map is already loaded, we don't need to worry
153     * about pending objects.
154     */
155     move_all_pets ();
156 root 1.157
157     return true;
158 root 1.20 }
159 root 1.157
160     return false;
161 elmex 1.1 }
162    
163     /* process_players1 and process_players2 do all the player related stuff.
164     * I moved it out of process events and process_map. This was to some
165     * extent for debugging as well as to get a better idea of the time used
166     * by the various functions. process_players1() does the processing before
167     * objects have been updated, process_players2() does the processing that
168     * is needed after the players have been updated.
169     */
170 root 1.46 static void
171     process_players1 ()
172 elmex 1.1 {
173 root 1.20 /* Basically, we keep looping until all the players have done their actions. */
174 root 1.94 for (int flag = 1; flag != 0;)
175 root 1.20 {
176     flag = 0;
177 root 1.56 for_all_players (pl)
178 root 1.20 {
179 root 1.56 pl->refcnt_chk ();
180 elmex 1.1
181 root 1.109 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
182 root 1.20 continue;
183    
184 root 1.106 if (handle_newcs_player (pl->ob))
185     flag = 1;
186     }
187     }
188 root 1.46
189 root 1.55 for_all_players (pl)
190 root 1.20 {
191 root 1.102 object *ob = pl->ob;
192    
193 root 1.144 // process_objects destroys the speed_left value
194     pl->speed_left_save = ob->speed_left;
195    
196 root 1.109 if (expect_false (!ob || !pl->ns || !ob->active))
197 root 1.56 continue;
198    
199 root 1.102 do_some_living (ob);
200 elmex 1.1 }
201     }
202    
203 root 1.46 static void
204     process_players2 ()
205 elmex 1.1 {
206 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
207 root 1.55 for_all_players (pl)
208 root 1.20 {
209 root 1.144 // restore speed_left value saved by process_players1
210     pl->ob->speed_left = pl->speed_left_save;
211    
212 root 1.106 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
213     pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
214 elmex 1.1 }
215     }
216    
217 root 1.142 static void
218 root 1.46 process_events ()
219 root 1.20 {
220 root 1.46 process_players1 ();
221 elmex 1.1
222 root 1.81 for_all_actives (op)
223 root 1.20 {
224 root 1.144 // try to prefetch some stuff we expect to need
225     // obviously, it should be grouped into the same cacheline.
226     // preliminary results indicate that this gives halves the speed
227     // used for the inner loop
228     if (_i < actives.size ()) // HACK, rely on _i :/
229     {
230     object *next = actives [_i + 1];
231    
232     prefetch (&next->flag , 0, 1);
233     prefetch (&next->speed , 0, 1);
234     prefetch (&next->anim_speed, 0, 1);
235     prefetch (&next->contr , 0, 1);
236     }
237    
238 root 1.20 /* Now process op */
239 root 1.150 if (expect_false (op->flag [FLAG_FREED]))
240 root 1.20 {
241     LOG (llevError, "BUG: process_events(): Free object on list\n");
242 root 1.59 op->set_speed (0);
243 root 1.20 continue;
244     }
245    
246 root 1.109 if (expect_false (!op->has_active_speed ()))
247 root 1.20 {
248 elmex 1.66 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
249     "but is on active list\n", op->debug_desc (), op->speed);
250 root 1.59 op->set_speed (0);
251 root 1.20 continue;
252 root 1.14 }
253    
254 root 1.109 if (expect_false (op->flag [FLAG_REMOVED]))
255 root 1.20 {
256 root 1.96 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
257     op->debug_desc ());
258 root 1.59 op->set_speed (0);
259 root 1.20 continue;
260 root 1.14 }
261    
262 root 1.46 /* Animate the object. Bug or feature that anim_speed
263 root 1.20 * is based on ticks, and not the creatures speed?
264     */
265     if (op->anim_speed && op->last_anim >= op->anim_speed)
266     {
267 root 1.102 animate_object (op, op->contr ? op->facing : op->direction);
268 root 1.20 op->last_anim = 1;
269     }
270     else
271 root 1.102 ++op->last_anim;
272 elmex 1.1
273 root 1.127 if (expect_false (op->speed_left > 0.f))
274 root 1.20 {
275     --op->speed_left;
276     process_object (op);
277 root 1.14 }
278 root 1.28
279 root 1.144 // this will destroy the speed_left value for players, but
280     // process_players1 and ..2 save/restore the real value,
281     // so we can avoid a costly test here.
282 root 1.145 op->speed_left = min (op->speed, op->speed_left + op->speed);
283 elmex 1.1 }
284    
285 root 1.46 process_players2 ();
286 elmex 1.1 }
287    
288 root 1.62 /* clean up everything before exiting */
289 root 1.20 void
290 root 1.62 emergency_save ()
291 root 1.20 {
292 root 1.62 LOG (llevDebug, "emergency save begin.\n");
293 elmex 1.1
294 root 1.83 cfperl_emergency_save ();
295 root 1.62
296     LOG (llevDebug, "saving book archive.\n");
297     write_book_archive ();
298 root 1.47
299 root 1.62 LOG (llevDebug, "emergency save done.\n");
300 elmex 1.1 }
301    
302 root 1.79 // send all clients some informational text
303     static void
304     cleanup_inform (const char *cause, bool make_core)
305     {
306 root 1.114 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
307 root 1.83
308 root 1.111 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
309     new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
310 root 1.79
311     if (make_core)
312 root 1.111 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
313 root 1.79 else
314 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.");
315 root 1.79
316 root 1.111 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
317 root 1.79
318 root 1.113 client::flush_sockets ();
319 root 1.79 }
320    
321 elmex 1.1 /* clean up everything before exiting */
322 root 1.20 void
323 root 1.79 cleanup (const char *cause, bool make_core)
324 elmex 1.1 {
325 root 1.84 if (make_core)
326 root 1.85 fork_abort (cause);
327 root 1.84
328 root 1.79 LOG (llevError, "cleanup cause: %s\n", cause);
329    
330     if (!make_core)
331     cleanup_inform (cause, make_core);
332    
333 root 1.62 LOG (llevDebug, "cleanup begin.\n");
334    
335 root 1.65 if (init_done && !in_cleanup)
336 root 1.67 {
337     in_cleanup = true;
338     emergency_save ();
339     }
340     else
341     in_cleanup = true;
342 root 1.29
343 root 1.62 LOG (llevDebug, "running cleanup handlers.\n");
344     INVOKE_GLOBAL (CLEANUP);
345 root 1.23
346 root 1.62 LOG (llevDebug, "cleanup done.\n");
347 root 1.25
348 root 1.123 log_cleanup ();
349    
350 root 1.49 if (make_core)
351 root 1.130 cleanup_inform (cause, make_core);
352 root 1.49 else
353 root 1.88 {
354 root 1.115 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
355     new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
356 root 1.113 client::flush_sockets ();
357 root 1.88 }
358 root 1.130
359     cfperl_cleanup (make_core);
360     _exit (make_core);
361 elmex 1.1 }
362    
363     /*
364 root 1.73 * do_specials() is a collection of functions to call from time to time.
365 elmex 1.1 * Modified 2000-1-14 MSW to use the global pticks count to determine how
366     * often to do things. This will allow us to spred them out more often.
367     * I use prime numbers for the factor count - in that way, it is less likely
368     * these actions will fall on the same tick (compared to say using 500/2500/15000
369     * which would mean on that 15,000 tick count a whole bunch of stuff gets
370     * done). Of course, there can still be times where multiple specials are
371     * done on the same tick, but that will happen very infrequently
372     *
373     * I also think this code makes it easier to see how often we really are
374     * doing the various things.
375     */
376 root 1.141 static void
377 root 1.146 do_specials ()
378 root 1.20 {
379 root 1.122 shstr::gc ();
380 root 1.125 archetype::gc ();
381 root 1.122
382 root 1.109 if (expect_false (!(pticks % TICKS_PER_HOUR)))
383 root 1.134 maptile::adjust_daylight ();
384 elmex 1.1
385 root 1.109 if (expect_false (!(pticks % 2503)))
386 root 1.20 fix_weight (); /* Hack to fix weightproblems caused by bugs */
387 elmex 1.1
388 root 1.109 if (expect_false (!(pticks % 5003)))
389 root 1.20 write_book_archive ();
390 elmex 1.1
391 root 1.109 if (expect_false (!(pticks % 5009)))
392 root 1.20 clean_friendly_list ();
393 elmex 1.1
394 root 1.109 if (expect_false (!(pticks % 5011)))
395 root 1.20 obsolete_parties ();
396 elmex 1.1
397 root 1.109 if (expect_false (!(pticks % 12503)))
398 root 1.20 fix_luck ();
399 elmex 1.1 }
400    
401 root 1.20 void
402     server_tick ()
403 root 1.2 {
404 root 1.44 // first do the user visible stuff
405 root 1.12 INVOKE_GLOBAL (CLOCK);
406 root 1.113 process_events (); // "do" something with objects with speed
407     client::clock (); // draw client maps etc.
408 root 1.44
409     // then do some bookkeeping, should not really be here
410 root 1.20 do_specials (); /* Routines called from time to time. */
411 root 1.56 attachable::check_mortals ();
412 root 1.5
413     ++pticks;
414 root 1.151
415     if (object::object_count >= RESTART_COUNT)
416     cleanup ("running out of protocol ID values - need full restart");
417 root 1.2 }
418    
419 root 1.87 // normal main
420 root 1.20 int
421     main (int argc, char **argv)
422 elmex 1.1 {
423 root 1.6 settings.argc = argc;
424     settings.argv = argv;
425 root 1.137
426 root 1.136 rndm.seed (time (0));
427 root 1.126 g_thread_init (0); // for the slice allocator only
428    
429 root 1.6 init (argc, argv);
430    
431     for (;;)
432     cfperl_main ();
433 root 1.64 }
434 root 1.116