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Revision: 1.171
Committed: Tue May 3 11:23:48 2011 UTC (13 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.170: +1 -0 lines
Log Message:
activate maps only when player is near, not when loading the map

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 1.169 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 root 1.166 #include <rmg.h>
35     #include <rproto.h>
36 elmex 1.1 #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 1.164 maptile *m = newmap;
109     sint16 nx = x + freearr_x[i];
110     sint16 ny = y + freearr_y[i];
111 root 1.163
112 root 1.164 if (xy_normalise (m, nx, ny))
113 root 1.163 {
114 root 1.164 newmap = m;
115 root 1.163 x = nx;
116     y = ny;
117     }
118 root 1.20 }
119     else
120 root 1.62 /* not much we can do in this case. */
121     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);
122     }
123 elmex 1.1
124 root 1.78 if (contr && map != newmap)
125 root 1.69 {
126     if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
127 root 1.157 return false;
128 root 1.31
129 root 1.69 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
130 root 1.157 return false;
131 root 1.69 }
132 root 1.20
133 root 1.156 enemy = 0;
134    
135 root 1.160 //newmap->insert (this, x, y);
136     newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
137 root 1.171 prefetch_surrounding_maps ();
138 root 1.20
139 root 1.157 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
140 root 1.156 {
141     if (contr)
142     {
143     contr->maplevel = newmap->path;
144     contr->count = 0;
145    
146     /* Update any golems */
147     if (object *golem = contr->golem)
148     {
149     int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
150    
151     if (i < 0)
152     golem->drop_and_destroy ();
153     else
154     {
155     newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
156     golem->direction = find_dir_2 (golem->x - x, golem->y - y);
157     }
158     }
159     }
160 root 1.20
161 root 1.156 /* since the players map is already loaded, we don't need to worry
162     * about pending objects.
163     */
164     move_all_pets ();
165 root 1.157
166     return true;
167 root 1.20 }
168 root 1.157
169     return false;
170 elmex 1.1 }
171    
172     /* process_players1 and process_players2 do all the player related stuff.
173     * I moved it out of process events and process_map. This was to some
174     * extent for debugging as well as to get a better idea of the time used
175     * by the various functions. process_players1() does the processing before
176     * objects have been updated, process_players2() does the processing that
177     * is needed after the players have been updated.
178     */
179 root 1.46 static void
180     process_players1 ()
181 elmex 1.1 {
182 root 1.20 /* Basically, we keep looping until all the players have done their actions. */
183 root 1.94 for (int flag = 1; flag != 0;)
184 root 1.20 {
185     flag = 0;
186 root 1.56 for_all_players (pl)
187 root 1.20 {
188 root 1.56 pl->refcnt_chk ();
189 elmex 1.1
190 root 1.109 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
191 root 1.20 continue;
192    
193 root 1.106 if (handle_newcs_player (pl->ob))
194     flag = 1;
195     }
196     }
197 root 1.46
198 root 1.55 for_all_players (pl)
199 root 1.20 {
200 root 1.102 object *ob = pl->ob;
201    
202 root 1.144 // process_objects destroys the speed_left value
203     pl->speed_left_save = ob->speed_left;
204    
205 root 1.109 if (expect_false (!ob || !pl->ns || !ob->active))
206 root 1.56 continue;
207    
208 root 1.102 do_some_living (ob);
209 elmex 1.1 }
210     }
211    
212 root 1.46 static void
213     process_players2 ()
214 elmex 1.1 {
215 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
216 root 1.55 for_all_players (pl)
217 root 1.20 {
218 root 1.144 // restore speed_left value saved by process_players1
219     pl->ob->speed_left = pl->speed_left_save;
220    
221 root 1.106 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
222     pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
223 elmex 1.1 }
224     }
225    
226 root 1.142 static void
227 root 1.46 process_events ()
228 root 1.20 {
229 root 1.46 process_players1 ();
230 elmex 1.1
231 root 1.81 for_all_actives (op)
232 root 1.20 {
233 root 1.144 // try to prefetch some stuff we expect to need
234     // obviously, it should be grouped into the same cacheline.
235     // preliminary results indicate that this gives halves the speed
236     // used for the inner loop
237     if (_i < actives.size ()) // HACK, rely on _i :/
238     {
239     object *next = actives [_i + 1];
240    
241     prefetch (&next->flag , 0, 1);
242     prefetch (&next->speed , 0, 1);
243     prefetch (&next->anim_speed, 0, 1);
244     prefetch (&next->contr , 0, 1);
245     }
246    
247 root 1.20 /* Now process op */
248 root 1.150 if (expect_false (op->flag [FLAG_FREED]))
249 root 1.20 {
250 root 1.162 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
251 root 1.59 op->set_speed (0);
252 root 1.20 continue;
253     }
254    
255 root 1.109 if (expect_false (!op->has_active_speed ()))
256 root 1.20 {
257 elmex 1.66 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
258     "but is on active list\n", op->debug_desc (), op->speed);
259 root 1.59 op->set_speed (0);
260 root 1.20 continue;
261 root 1.14 }
262    
263 root 1.109 if (expect_false (op->flag [FLAG_REMOVED]))
264 root 1.20 {
265 root 1.96 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
266     op->debug_desc ());
267 root 1.59 op->set_speed (0);
268 root 1.20 continue;
269 root 1.14 }
270    
271 root 1.46 /* Animate the object. Bug or feature that anim_speed
272 root 1.20 * is based on ticks, and not the creatures speed?
273     */
274     if (op->anim_speed && op->last_anim >= op->anim_speed)
275     {
276 root 1.102 animate_object (op, op->contr ? op->facing : op->direction);
277 root 1.20 op->last_anim = 1;
278     }
279     else
280 root 1.102 ++op->last_anim;
281 elmex 1.1
282 root 1.127 if (expect_false (op->speed_left > 0.f))
283 root 1.20 {
284     --op->speed_left;
285     process_object (op);
286 root 1.14 }
287 root 1.28
288 root 1.144 // this will destroy the speed_left value for players, but
289     // process_players1 and ..2 save/restore the real value,
290     // so we can avoid a costly test here.
291 root 1.145 op->speed_left = min (op->speed, op->speed_left + op->speed);
292 elmex 1.1 }
293    
294 root 1.46 process_players2 ();
295 elmex 1.1 }
296    
297 root 1.62 /* clean up everything before exiting */
298 root 1.20 void
299 root 1.62 emergency_save ()
300 root 1.20 {
301 root 1.161 LOG (llevInfo, "emergency_save: enter\n");
302    
303     LOG (llevInfo, "emergency_save: saving book archive\n");
304     write_book_archive ();
305 elmex 1.1
306 root 1.83 cfperl_emergency_save ();
307 root 1.62
308 root 1.161 LOG (llevInfo, "emergency_save: leave\n");
309 elmex 1.1 }
310    
311 root 1.79 // send all clients some informational text
312     static void
313     cleanup_inform (const char *cause, bool make_core)
314     {
315 root 1.114 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
316 root 1.83
317 root 1.111 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
318     new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
319 root 1.79
320     if (make_core)
321 root 1.111 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
322 root 1.79 else
323 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.");
324 root 1.79
325 root 1.111 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
326 root 1.79
327 root 1.113 client::flush_sockets ();
328 root 1.79 }
329    
330 elmex 1.1 /* clean up everything before exiting */
331 root 1.20 void
332 root 1.79 cleanup (const char *cause, bool make_core)
333 elmex 1.1 {
334 root 1.84 if (make_core)
335 root 1.85 fork_abort (cause);
336 root 1.84
337 root 1.161 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
338 root 1.79
339     if (!make_core)
340     cleanup_inform (cause, make_core);
341    
342 root 1.62 LOG (llevDebug, "cleanup begin.\n");
343    
344 root 1.65 if (init_done && !in_cleanup)
345 root 1.67 {
346     in_cleanup = true;
347     emergency_save ();
348     }
349     else
350     in_cleanup = true;
351 root 1.29
352 root 1.62 LOG (llevDebug, "running cleanup handlers.\n");
353     INVOKE_GLOBAL (CLEANUP);
354 root 1.23
355 root 1.62 LOG (llevDebug, "cleanup done.\n");
356 root 1.25
357 root 1.123 log_cleanup ();
358    
359 root 1.49 if (make_core)
360 root 1.130 cleanup_inform (cause, make_core);
361 root 1.49 else
362 root 1.88 {
363 root 1.115 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
364     new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
365 root 1.113 client::flush_sockets ();
366 root 1.88 }
367 root 1.130
368     cfperl_cleanup (make_core);
369     _exit (make_core);
370 elmex 1.1 }
371    
372     /*
373 root 1.73 * do_specials() is a collection of functions to call from time to time.
374 elmex 1.1 * Modified 2000-1-14 MSW to use the global pticks count to determine how
375     * often to do things. This will allow us to spred them out more often.
376     * I use prime numbers for the factor count - in that way, it is less likely
377     * these actions will fall on the same tick (compared to say using 500/2500/15000
378     * which would mean on that 15,000 tick count a whole bunch of stuff gets
379     * done). Of course, there can still be times where multiple specials are
380     * done on the same tick, but that will happen very infrequently
381     *
382     * I also think this code makes it easier to see how often we really are
383     * doing the various things.
384     */
385 root 1.141 static void
386 root 1.146 do_specials ()
387 root 1.20 {
388 root 1.122 shstr::gc ();
389 root 1.125 archetype::gc ();
390 root 1.122
391 root 1.109 if (expect_false (!(pticks % TICKS_PER_HOUR)))
392 root 1.134 maptile::adjust_daylight ();
393 elmex 1.1
394 root 1.109 if (expect_false (!(pticks % 2503)))
395 root 1.20 fix_weight (); /* Hack to fix weightproblems caused by bugs */
396 elmex 1.1
397 root 1.109 if (expect_false (!(pticks % 5003)))
398 root 1.20 write_book_archive ();
399 elmex 1.1
400 root 1.109 if (expect_false (!(pticks % 5009)))
401 root 1.20 clean_friendly_list ();
402 elmex 1.1
403 root 1.109 if (expect_false (!(pticks % 5011)))
404 root 1.20 obsolete_parties ();
405 elmex 1.1
406 root 1.109 if (expect_false (!(pticks % 12503)))
407 root 1.20 fix_luck ();
408 elmex 1.1 }
409    
410 root 1.20 void
411     server_tick ()
412 root 1.2 {
413 root 1.44 // first do the user visible stuff
414 root 1.12 INVOKE_GLOBAL (CLOCK);
415 root 1.113 process_events (); // "do" something with objects with speed
416     client::clock (); // draw client maps etc.
417 root 1.44
418     // then do some bookkeeping, should not really be here
419 root 1.20 do_specials (); /* Routines called from time to time. */
420 root 1.56 attachable::check_mortals ();
421 root 1.5
422     ++pticks;
423 root 1.151
424     if (object::object_count >= RESTART_COUNT)
425     cleanup ("running out of protocol ID values - need full restart");
426 root 1.2 }
427    
428 root 1.87 // normal main
429 root 1.20 int
430     main (int argc, char **argv)
431 elmex 1.1 {
432 root 1.6 settings.argc = argc;
433     settings.argv = argv;
434 root 1.165
435 root 1.167 rndm.seed (time (0));
436     g_thread_init (0); // for the slice allocator only
437    
438 root 1.170 // temporary(?) testing hack
439     if (argc >= 2 && !strcmp (argv [1], "--noise"))
440     {
441     void noise_test ();
442     noise_test ();
443     exit (0);
444     }
445 root 1.168
446     #if 0
447 root 1.165 // code sometiems used for timing benchmarks
448     random_number_generator<freeciv_random_generator> rng;
449     rng.seed(0);
450     for (int i = 0; i < 10; ++i)
451     printf ("%08x\n", rng.get_u32());
452     for (int i = 0; i < 1000000; ++i)
453     volatile int r = rng.get_u32 ();
454     cstamp s = stamp ();
455     for (int i = 0; i < 1000000; ++i)
456     volatile int r = rng.next ();
457     printf ("c %d\n", (int)measure (s));
458     exit (0);
459     #endif
460 root 1.137
461 root 1.6 init (argc, argv);
462    
463     for (;;)
464     cfperl_main ();
465 root 1.64 }
466 root 1.116