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Revision: 1.173
Committed: Wed May 4 19:04:45 2011 UTC (13 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.172: +9 -10 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 1.169 * 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 1.172 if (destroyed () || !newmap || !newmap->linkable ())
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 1.172 newmap->activate (); // workaround for activate activating everyhing on the map, includign the palyer on the {link} map
136 root 1.160 //newmap->insert (this, x, y);
137     newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
138 root 1.171 prefetch_surrounding_maps ();
139 root 1.20
140 root 1.157 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
141 root 1.156 {
142     if (contr)
143     {
144     contr->maplevel = newmap->path;
145     contr->count = 0;
146    
147     /* Update any golems */
148     if (object *golem = contr->golem)
149     {
150     int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
151    
152     if (i < 0)
153     golem->drop_and_destroy ();
154     else
155     {
156     newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
157     golem->direction = find_dir_2 (golem->x - x, golem->y - y);
158     }
159     }
160     }
161 root 1.20
162 root 1.156 /* since the players map is already loaded, we don't need to worry
163     * about pending objects.
164     */
165     move_all_pets ();
166 root 1.157
167     return true;
168 root 1.20 }
169 root 1.157
170     return false;
171 elmex 1.1 }
172    
173     /* process_players1 and process_players2 do all the player related stuff.
174     * I moved it out of process events and process_map. This was to some
175     * extent for debugging as well as to get a better idea of the time used
176     * by the various functions. process_players1() does the processing before
177     * objects have been updated, process_players2() does the processing that
178     * is needed after the players have been updated.
179     */
180 root 1.46 static void
181     process_players1 ()
182 elmex 1.1 {
183 root 1.20 /* Basically, we keep looping until all the players have done their actions. */
184 root 1.94 for (int flag = 1; flag != 0;)
185 root 1.20 {
186     flag = 0;
187 root 1.56 for_all_players (pl)
188 root 1.20 {
189 root 1.56 pl->refcnt_chk ();
190 elmex 1.1
191 root 1.109 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
192 root 1.20 continue;
193    
194 root 1.106 if (handle_newcs_player (pl->ob))
195     flag = 1;
196     }
197     }
198 root 1.46
199 root 1.55 for_all_players (pl)
200 root 1.20 {
201 root 1.102 object *ob = pl->ob;
202    
203 root 1.144 // process_objects destroys the speed_left value
204     pl->speed_left_save = ob->speed_left;
205    
206 root 1.109 if (expect_false (!ob || !pl->ns || !ob->active))
207 root 1.56 continue;
208    
209 root 1.102 do_some_living (ob);
210 elmex 1.1 }
211     }
212    
213 root 1.46 static void
214     process_players2 ()
215 elmex 1.1 {
216 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
217 root 1.55 for_all_players (pl)
218 root 1.20 {
219 root 1.144 // restore speed_left value saved by process_players1
220     pl->ob->speed_left = pl->speed_left_save;
221    
222 root 1.106 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
223     pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
224 elmex 1.1 }
225     }
226    
227 root 1.142 static void
228 root 1.46 process_events ()
229 root 1.20 {
230 root 1.46 process_players1 ();
231 elmex 1.1
232 root 1.81 for_all_actives (op)
233 root 1.20 {
234 root 1.144 // try to prefetch some stuff we expect to need
235     // obviously, it should be grouped into the same cacheline.
236     // preliminary results indicate that this gives halves the speed
237     // used for the inner loop
238     if (_i < actives.size ()) // HACK, rely on _i :/
239     {
240     object *next = actives [_i + 1];
241    
242     prefetch (&next->flag , 0, 1);
243     prefetch (&next->speed , 0, 1);
244     prefetch (&next->anim_speed, 0, 1);
245     prefetch (&next->contr , 0, 1);
246     }
247    
248 root 1.20 /* Now process op */
249 root 1.150 if (expect_false (op->flag [FLAG_FREED]))
250 root 1.20 {
251 root 1.162 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
252 root 1.59 op->set_speed (0);
253 root 1.20 continue;
254     }
255    
256 root 1.109 if (expect_false (!op->has_active_speed ()))
257 root 1.20 {
258 elmex 1.66 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
259     "but is on active list\n", op->debug_desc (), op->speed);
260 root 1.59 op->set_speed (0);
261 root 1.20 continue;
262 root 1.14 }
263    
264 root 1.109 if (expect_false (op->flag [FLAG_REMOVED]))
265 root 1.20 {
266 root 1.96 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
267     op->debug_desc ());
268 root 1.59 op->set_speed (0);
269 root 1.20 continue;
270 root 1.14 }
271    
272 root 1.46 /* Animate the object. Bug or feature that anim_speed
273 root 1.20 * is based on ticks, and not the creatures speed?
274     */
275     if (op->anim_speed && op->last_anim >= op->anim_speed)
276     {
277 root 1.102 animate_object (op, op->contr ? op->facing : op->direction);
278 root 1.20 op->last_anim = 1;
279     }
280     else
281 root 1.102 ++op->last_anim;
282 elmex 1.1
283 root 1.127 if (expect_false (op->speed_left > 0.f))
284 root 1.20 {
285     --op->speed_left;
286     process_object (op);
287 root 1.14 }
288 root 1.28
289 root 1.144 // this will destroy the speed_left value for players, but
290     // process_players1 and ..2 save/restore the real value,
291     // so we can avoid a costly test here.
292 root 1.145 op->speed_left = min (op->speed, op->speed_left + op->speed);
293 elmex 1.1 }
294    
295 root 1.46 process_players2 ();
296 elmex 1.1 }
297    
298 root 1.62 /* clean up everything before exiting */
299 root 1.20 void
300 root 1.62 emergency_save ()
301 root 1.20 {
302 root 1.161 LOG (llevInfo, "emergency_save: enter\n");
303    
304     LOG (llevInfo, "emergency_save: saving book archive\n");
305     write_book_archive ();
306 elmex 1.1
307 root 1.83 cfperl_emergency_save ();
308 root 1.62
309 root 1.161 LOG (llevInfo, "emergency_save: leave\n");
310 elmex 1.1 }
311    
312 root 1.79 // send all clients some informational text
313     static void
314     cleanup_inform (const char *cause, bool make_core)
315     {
316 root 1.114 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
317 root 1.83
318 root 1.111 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
319     new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
320 root 1.79
321     if (make_core)
322 root 1.111 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
323 root 1.79 else
324 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.");
325 root 1.79
326 root 1.111 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
327 root 1.79
328 root 1.113 client::flush_sockets ();
329 root 1.79 }
330    
331 elmex 1.1 /* clean up everything before exiting */
332 root 1.20 void
333 root 1.79 cleanup (const char *cause, bool make_core)
334 elmex 1.1 {
335 root 1.84 if (make_core)
336 root 1.85 fork_abort (cause);
337 root 1.84
338 root 1.161 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
339 root 1.79
340     if (!make_core)
341     cleanup_inform (cause, make_core);
342    
343 root 1.62 LOG (llevDebug, "cleanup begin.\n");
344    
345 root 1.65 if (init_done && !in_cleanup)
346 root 1.67 {
347     in_cleanup = true;
348     emergency_save ();
349     }
350     else
351     in_cleanup = true;
352 root 1.29
353 root 1.62 LOG (llevDebug, "running cleanup handlers.\n");
354     INVOKE_GLOBAL (CLEANUP);
355 root 1.23
356 root 1.62 LOG (llevDebug, "cleanup done.\n");
357 root 1.25
358 root 1.123 log_cleanup ();
359    
360 root 1.49 if (make_core)
361 root 1.130 cleanup_inform (cause, make_core);
362 root 1.49 else
363 root 1.88 {
364 root 1.115 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
365     new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
366 root 1.113 client::flush_sockets ();
367 root 1.88 }
368 root 1.130
369     cfperl_cleanup (make_core);
370     _exit (make_core);
371 elmex 1.1 }
372    
373     /*
374 root 1.73 * do_specials() is a collection of functions to call from time to time.
375 root 1.173 * Modified 2000-1-14 MSW to use the global server_tick count to determine how
376 elmex 1.1 * often to do things. This will allow us to spred them out more often.
377     * I use prime numbers for the factor count - in that way, it is less likely
378     * these actions will fall on the same tick (compared to say using 500/2500/15000
379     * which would mean on that 15,000 tick count a whole bunch of stuff gets
380     * done). Of course, there can still be times where multiple specials are
381     * done on the same tick, but that will happen very infrequently
382     *
383     * I also think this code makes it easier to see how often we really are
384     * doing the various things.
385     */
386 root 1.141 static void
387 root 1.146 do_specials ()
388 root 1.20 {
389 root 1.122 shstr::gc ();
390 root 1.125 archetype::gc ();
391 root 1.122
392 root 1.173 if (expect_false (!(server_tick % TICKS_PER_HOUR)))
393 root 1.134 maptile::adjust_daylight ();
394 elmex 1.1
395 root 1.173 if (expect_false (!(server_tick % 2503)))
396 root 1.20 fix_weight (); /* Hack to fix weightproblems caused by bugs */
397 elmex 1.1
398 root 1.173 if (expect_false (!(server_tick % 5003)))
399 root 1.20 write_book_archive ();
400 elmex 1.1
401 root 1.173 if (expect_false (!(server_tick % 5009)))
402 root 1.20 clean_friendly_list ();
403 elmex 1.1
404 root 1.173 if (expect_false (!(server_tick % 5011)))
405 root 1.20 obsolete_parties ();
406 elmex 1.1
407 root 1.173 if (expect_false (!(server_tick % 12503)))
408 root 1.20 fix_luck ();
409 elmex 1.1 }
410    
411 root 1.20 void
412 root 1.173 one_tick ()
413 root 1.2 {
414 root 1.44 // first do the user visible stuff
415 root 1.12 INVOKE_GLOBAL (CLOCK);
416 root 1.113 process_events (); // "do" something with objects with speed
417     client::clock (); // draw client maps etc.
418 root 1.44
419     // then do some bookkeeping, should not really be here
420 root 1.20 do_specials (); /* Routines called from time to time. */
421 root 1.56 attachable::check_mortals ();
422 root 1.5
423 root 1.173 // now that we aggressively reuse id's, this is very unlikely to happen...
424 root 1.151 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