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Revision: 1.163
Committed: Tue May 4 20:25:59 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.162: +8 -2 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 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 root 1.163 sint16 nx = x + freearr_x[i];
109     sint16 ny = y + freearr_y[i];
110    
111     if (xy_normalise (newmap, nx, ny))
112     {
113     x = nx;
114     y = ny;
115     }
116 root 1.20 }
117     else
118 root 1.62 /* not much we can do in this case. */
119     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);
120     }
121 elmex 1.1
122 root 1.78 if (contr && map != newmap)
123 root 1.69 {
124     if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
125 root 1.157 return false;
126 root 1.31
127 root 1.69 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
128 root 1.157 return false;
129 root 1.69 }
130 root 1.20
131 root 1.156 enemy = 0;
132    
133 root 1.160 //newmap->insert (this, x, y);
134     newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
135 root 1.20
136 root 1.157 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
137 root 1.156 {
138     if (contr)
139     {
140     contr->maplevel = newmap->path;
141     contr->count = 0;
142    
143     /* Update any golems */
144     if (object *golem = contr->golem)
145     {
146     int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
147    
148     if (i < 0)
149     golem->drop_and_destroy ();
150     else
151     {
152     newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
153     golem->direction = find_dir_2 (golem->x - x, golem->y - y);
154     }
155     }
156     }
157 root 1.20
158 root 1.156 /* since the players map is already loaded, we don't need to worry
159     * about pending objects.
160     */
161     move_all_pets ();
162 root 1.157
163     return true;
164 root 1.20 }
165 root 1.157
166     return false;
167 elmex 1.1 }
168    
169     /* process_players1 and process_players2 do all the player related stuff.
170     * I moved it out of process events and process_map. This was to some
171     * extent for debugging as well as to get a better idea of the time used
172     * by the various functions. process_players1() does the processing before
173     * objects have been updated, process_players2() does the processing that
174     * is needed after the players have been updated.
175     */
176 root 1.46 static void
177     process_players1 ()
178 elmex 1.1 {
179 root 1.20 /* Basically, we keep looping until all the players have done their actions. */
180 root 1.94 for (int flag = 1; flag != 0;)
181 root 1.20 {
182     flag = 0;
183 root 1.56 for_all_players (pl)
184 root 1.20 {
185 root 1.56 pl->refcnt_chk ();
186 elmex 1.1
187 root 1.109 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
188 root 1.20 continue;
189    
190 root 1.106 if (handle_newcs_player (pl->ob))
191     flag = 1;
192     }
193     }
194 root 1.46
195 root 1.55 for_all_players (pl)
196 root 1.20 {
197 root 1.102 object *ob = pl->ob;
198    
199 root 1.144 // process_objects destroys the speed_left value
200     pl->speed_left_save = ob->speed_left;
201    
202 root 1.109 if (expect_false (!ob || !pl->ns || !ob->active))
203 root 1.56 continue;
204    
205 root 1.102 do_some_living (ob);
206 elmex 1.1 }
207     }
208    
209 root 1.46 static void
210     process_players2 ()
211 elmex 1.1 {
212 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
213 root 1.55 for_all_players (pl)
214 root 1.20 {
215 root 1.144 // restore speed_left value saved by process_players1
216     pl->ob->speed_left = pl->speed_left_save;
217    
218 root 1.106 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
219     pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
220 elmex 1.1 }
221     }
222    
223 root 1.142 static void
224 root 1.46 process_events ()
225 root 1.20 {
226 root 1.46 process_players1 ();
227 elmex 1.1
228 root 1.81 for_all_actives (op)
229 root 1.20 {
230 root 1.144 // try to prefetch some stuff we expect to need
231     // obviously, it should be grouped into the same cacheline.
232     // preliminary results indicate that this gives halves the speed
233     // used for the inner loop
234     if (_i < actives.size ()) // HACK, rely on _i :/
235     {
236     object *next = actives [_i + 1];
237    
238     prefetch (&next->flag , 0, 1);
239     prefetch (&next->speed , 0, 1);
240     prefetch (&next->anim_speed, 0, 1);
241     prefetch (&next->contr , 0, 1);
242     }
243    
244 root 1.20 /* Now process op */
245 root 1.150 if (expect_false (op->flag [FLAG_FREED]))
246 root 1.20 {
247 root 1.162 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
248 root 1.59 op->set_speed (0);
249 root 1.20 continue;
250     }
251    
252 root 1.109 if (expect_false (!op->has_active_speed ()))
253 root 1.20 {
254 elmex 1.66 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
255     "but is on active list\n", op->debug_desc (), op->speed);
256 root 1.59 op->set_speed (0);
257 root 1.20 continue;
258 root 1.14 }
259    
260 root 1.109 if (expect_false (op->flag [FLAG_REMOVED]))
261 root 1.20 {
262 root 1.96 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
263     op->debug_desc ());
264 root 1.59 op->set_speed (0);
265 root 1.20 continue;
266 root 1.14 }
267    
268 root 1.46 /* Animate the object. Bug or feature that anim_speed
269 root 1.20 * is based on ticks, and not the creatures speed?
270     */
271     if (op->anim_speed && op->last_anim >= op->anim_speed)
272     {
273 root 1.102 animate_object (op, op->contr ? op->facing : op->direction);
274 root 1.20 op->last_anim = 1;
275     }
276     else
277 root 1.102 ++op->last_anim;
278 elmex 1.1
279 root 1.127 if (expect_false (op->speed_left > 0.f))
280 root 1.20 {
281     --op->speed_left;
282     process_object (op);
283 root 1.14 }
284 root 1.28
285 root 1.144 // this will destroy the speed_left value for players, but
286     // process_players1 and ..2 save/restore the real value,
287     // so we can avoid a costly test here.
288 root 1.145 op->speed_left = min (op->speed, op->speed_left + op->speed);
289 elmex 1.1 }
290    
291 root 1.46 process_players2 ();
292 elmex 1.1 }
293    
294 root 1.62 /* clean up everything before exiting */
295 root 1.20 void
296 root 1.62 emergency_save ()
297 root 1.20 {
298 root 1.161 LOG (llevInfo, "emergency_save: enter\n");
299    
300     LOG (llevInfo, "emergency_save: saving book archive\n");
301     write_book_archive ();
302 elmex 1.1
303 root 1.83 cfperl_emergency_save ();
304 root 1.62
305 root 1.161 LOG (llevInfo, "emergency_save: leave\n");
306 elmex 1.1 }
307    
308 root 1.79 // send all clients some informational text
309     static void
310     cleanup_inform (const char *cause, bool make_core)
311     {
312 root 1.114 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
313 root 1.83
314 root 1.111 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
315     new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
316 root 1.79
317     if (make_core)
318 root 1.111 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
319 root 1.79 else
320 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.");
321 root 1.79
322 root 1.111 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
323 root 1.79
324 root 1.113 client::flush_sockets ();
325 root 1.79 }
326    
327 elmex 1.1 /* clean up everything before exiting */
328 root 1.20 void
329 root 1.79 cleanup (const char *cause, bool make_core)
330 elmex 1.1 {
331 root 1.84 if (make_core)
332 root 1.85 fork_abort (cause);
333 root 1.84
334 root 1.161 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
335 root 1.79
336     if (!make_core)
337     cleanup_inform (cause, make_core);
338    
339 root 1.62 LOG (llevDebug, "cleanup begin.\n");
340    
341 root 1.65 if (init_done && !in_cleanup)
342 root 1.67 {
343     in_cleanup = true;
344     emergency_save ();
345     }
346     else
347     in_cleanup = true;
348 root 1.29
349 root 1.62 LOG (llevDebug, "running cleanup handlers.\n");
350     INVOKE_GLOBAL (CLEANUP);
351 root 1.23
352 root 1.62 LOG (llevDebug, "cleanup done.\n");
353 root 1.25
354 root 1.123 log_cleanup ();
355    
356 root 1.49 if (make_core)
357 root 1.130 cleanup_inform (cause, make_core);
358 root 1.49 else
359 root 1.88 {
360 root 1.115 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
361     new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
362 root 1.113 client::flush_sockets ();
363 root 1.88 }
364 root 1.130
365     cfperl_cleanup (make_core);
366     _exit (make_core);
367 elmex 1.1 }
368    
369     /*
370 root 1.73 * do_specials() is a collection of functions to call from time to time.
371 elmex 1.1 * Modified 2000-1-14 MSW to use the global pticks count to determine how
372     * often to do things. This will allow us to spred them out more often.
373     * I use prime numbers for the factor count - in that way, it is less likely
374     * these actions will fall on the same tick (compared to say using 500/2500/15000
375     * which would mean on that 15,000 tick count a whole bunch of stuff gets
376     * done). Of course, there can still be times where multiple specials are
377     * done on the same tick, but that will happen very infrequently
378     *
379     * I also think this code makes it easier to see how often we really are
380     * doing the various things.
381     */
382 root 1.141 static void
383 root 1.146 do_specials ()
384 root 1.20 {
385 root 1.122 shstr::gc ();
386 root 1.125 archetype::gc ();
387 root 1.122
388 root 1.109 if (expect_false (!(pticks % TICKS_PER_HOUR)))
389 root 1.134 maptile::adjust_daylight ();
390 elmex 1.1
391 root 1.109 if (expect_false (!(pticks % 2503)))
392 root 1.20 fix_weight (); /* Hack to fix weightproblems caused by bugs */
393 elmex 1.1
394 root 1.109 if (expect_false (!(pticks % 5003)))
395 root 1.20 write_book_archive ();
396 elmex 1.1
397 root 1.109 if (expect_false (!(pticks % 5009)))
398 root 1.20 clean_friendly_list ();
399 elmex 1.1
400 root 1.109 if (expect_false (!(pticks % 5011)))
401 root 1.20 obsolete_parties ();
402 elmex 1.1
403 root 1.109 if (expect_false (!(pticks % 12503)))
404 root 1.20 fix_luck ();
405 elmex 1.1 }
406    
407 root 1.20 void
408     server_tick ()
409 root 1.2 {
410 root 1.44 // first do the user visible stuff
411 root 1.12 INVOKE_GLOBAL (CLOCK);
412 root 1.113 process_events (); // "do" something with objects with speed
413     client::clock (); // draw client maps etc.
414 root 1.44
415     // then do some bookkeeping, should not really be here
416 root 1.20 do_specials (); /* Routines called from time to time. */
417 root 1.56 attachable::check_mortals ();
418 root 1.5
419     ++pticks;
420 root 1.151
421     if (object::object_count >= RESTART_COUNT)
422     cleanup ("running out of protocol ID values - need full restart");
423 root 1.2 }
424    
425 root 1.87 // normal main
426 root 1.20 int
427     main (int argc, char **argv)
428 elmex 1.1 {
429 root 1.6 settings.argc = argc;
430     settings.argv = argv;
431 root 1.137
432 root 1.136 rndm.seed (time (0));
433 root 1.126 g_thread_init (0); // for the slice allocator only
434    
435 root 1.6 init (argc, argv);
436    
437     for (;;)
438     cfperl_main ();
439 root 1.64 }
440 root 1.116