ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/main.C
Revision: 1.180
Committed: Sat Nov 17 23:40:04 2018 UTC (5 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.179: +1 -0 lines
Log Message:
copyright update 2018

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 1.175 *
4 root 1.180 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.176 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.148 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
7     * Copyright (©) 1992 Frank Tore Johansen
8 root 1.175 *
9 root 1.139 * Deliantra is free software: you can redistribute it and/or modify it under
10     * the terms of the Affero GNU General Public License as published by the
11     * Free Software Foundation, either version 3 of the License, or (at your
12     * option) any later version.
13 root 1.175 *
14 root 1.112 * This program is distributed in the hope that it will be useful,
15     * but WITHOUT ANY WARRANTY; without even the implied warranty of
16     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17     * GNU General Public License for more details.
18 root 1.175 *
19 root 1.139 * You should have received a copy of the Affero GNU General Public License
20     * and the GNU General Public License along with this program. If not, see
21     * <http://www.gnu.org/licenses/>.
22 root 1.175 *
23 root 1.120 * The authors can be reached via e-mail to <support@deliantra.net>
24 root 1.84 */
25 elmex 1.1
26     #include <global.h>
27     #include <object.h>
28     #include <tod.h>
29    
30 root 1.47 #include <sproto.h>
31     #include <time.h>
32 elmex 1.1
33 root 1.126 #include <glib.h>
34    
35 root 1.166 #include <rmg.h>
36     #include <rproto.h>
37 elmex 1.1 #include "path.h"
38    
39 root 1.20 void
40 root 1.23 version (object *op)
41 root 1.20 {
42 root 1.121 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
43 root 1.20 }
44    
45 elmex 1.1 /* This is a basic little function to put the player back to his
46 root 1.157 * savebed.
47 elmex 1.1 */
48 root 1.20 void
49 root 1.23 enter_player_savebed (object *op)
50 elmex 1.1 {
51 root 1.128 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
52 elmex 1.1 }
53    
54     /*
55 root 1.62 * enter_map(): Moves the player and pets from current map (if any) to
56 elmex 1.1 * new map. map, x, y must be set. map is the map we are moving the
57     * player to - it could be the map he just came from if the load failed for
58     * whatever reason. If default map coordinates are to be used, then
59     * the function that calls this should figure them out.
60     */
61 root 1.157 bool
62 root 1.62 object::enter_map (maptile *newmap, int x, int y)
63 root 1.20 {
64 root 1.172 if (destroyed () || !newmap || !newmap->linkable ())
65 root 1.157 return false;
66 root 1.69
67 root 1.20 if (out_of_map (newmap, x, y))
68     {
69 root 1.62 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
70 root 1.58 x = newmap->enter_x;
71     y = newmap->enter_y;
72 root 1.20 if (out_of_map (newmap, x, y))
73     {
74     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
75 root 1.62 &newmap->path, x, y, newmap->width, newmap->height);
76     new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
77 root 1.157 return false;
78 root 1.20 }
79     }
80 root 1.31
81 root 1.78 if (contr && map != newmap && map)
82 root 1.65 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
83 root 1.157 return false;
84 root 1.65
85 root 1.155 // remove, so stupid blocked does not trigger a failure
86 root 1.65 remove ();
87    
88 root 1.20 /* try to find a spot for the player */
89 root 1.117 if (blocked (newmap, x, y))
90 root 1.20 { /* First choice blocked */
91     /* We try to find a spot for the player, starting closest in.
92     * We could use find_first_free_spot, but that doesn't randomize it at all,
93     * So for example, if the north space is free, you would always end up there even
94     * if other spaces around are available.
95     * Note that for the second and third calls, we could start at a position other
96     * than one, but then we could end up on the other side of walls and so forth.
97     */
98 root 1.62 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
99 root 1.23
100 root 1.155 if (i < 0)
101 root 1.20 {
102 root 1.62 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
103 root 1.155 if (i < 0)
104 root 1.62 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
105 root 1.20 }
106 root 1.31
107 root 1.155 if (i >= 0)
108 root 1.20 {
109 root 1.164 maptile *m = newmap;
110 root 1.178 sint16 nx = x + DIRX (i);
111     sint16 ny = y + DIRY (i);
112 root 1.163
113 root 1.164 if (xy_normalise (m, nx, ny))
114 root 1.163 {
115 root 1.164 newmap = m;
116 root 1.163 x = nx;
117     y = ny;
118     }
119 root 1.20 }
120     else
121 root 1.62 /* not much we can do in this case. */
122     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);
123     }
124 elmex 1.1
125 root 1.78 if (contr && map != newmap)
126 root 1.69 {
127     if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
128 root 1.157 return false;
129 root 1.31
130 root 1.69 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
131 root 1.157 return false;
132 root 1.69 }
133 root 1.20
134 root 1.156 enemy = 0;
135    
136 root 1.172 newmap->activate (); // workaround for activate activating everyhing on the map, includign the palyer on the {link} map
137 root 1.160 //newmap->insert (this, x, y);
138     newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
139 root 1.171 prefetch_surrounding_maps ();
140 root 1.20
141 root 1.157 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
142 root 1.156 {
143     if (contr)
144     {
145     contr->maplevel = newmap->path;
146     contr->count = 0;
147    
148     /* Update any golems */
149     if (object *golem = contr->golem)
150     {
151     int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
152    
153     if (i < 0)
154     golem->drop_and_destroy ();
155     else
156     {
157 root 1.178 newmap->insert (golem, x + DIRX (i), y + DIRY (i));
158 root 1.156 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
159     }
160     }
161     }
162 root 1.20
163 root 1.156 /* since the players map is already loaded, we don't need to worry
164     * about pending objects.
165     */
166     move_all_pets ();
167 root 1.157
168     return true;
169 root 1.20 }
170 root 1.157
171     return false;
172 elmex 1.1 }
173    
174     /* process_players1 and process_players2 do all the player related stuff.
175     * I moved it out of process events and process_map. This was to some
176     * extent for debugging as well as to get a better idea of the time used
177     * by the various functions. process_players1() does the processing before
178     * objects have been updated, process_players2() does the processing that
179     * is needed after the players have been updated.
180     */
181 root 1.46 static void
182     process_players1 ()
183 elmex 1.1 {
184 root 1.20 /* Basically, we keep looping until all the players have done their actions. */
185 root 1.94 for (int flag = 1; flag != 0;)
186 root 1.20 {
187     flag = 0;
188 root 1.56 for_all_players (pl)
189 root 1.20 {
190 root 1.56 pl->refcnt_chk ();
191 elmex 1.1
192 root 1.109 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
193 root 1.20 continue;
194    
195 root 1.106 if (handle_newcs_player (pl->ob))
196     flag = 1;
197     }
198     }
199 root 1.46
200 root 1.55 for_all_players (pl)
201 root 1.20 {
202 root 1.102 object *ob = pl->ob;
203    
204 root 1.144 // process_objects destroys the speed_left value
205     pl->speed_left_save = ob->speed_left;
206    
207 root 1.109 if (expect_false (!ob || !pl->ns || !ob->active))
208 root 1.56 continue;
209    
210 root 1.102 do_some_living (ob);
211 elmex 1.1 }
212     }
213    
214 root 1.46 static void
215     process_players2 ()
216 elmex 1.1 {
217 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
218 root 1.55 for_all_players (pl)
219 root 1.20 {
220 root 1.144 // restore speed_left value saved by process_players1
221     pl->ob->speed_left = pl->speed_left_save;
222    
223 root 1.106 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
224     pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
225 elmex 1.1 }
226     }
227    
228 root 1.142 static void
229 root 1.46 process_events ()
230 root 1.20 {
231 root 1.46 process_players1 ();
232 elmex 1.1
233 root 1.81 for_all_actives (op)
234 root 1.20 {
235 root 1.144 // try to prefetch some stuff we expect to need
236     // obviously, it should be grouped into the same cacheline.
237     // preliminary results indicate that this gives halves the speed
238     // used for the inner loop
239     if (_i < actives.size ()) // HACK, rely on _i :/
240     {
241     object *next = actives [_i + 1];
242    
243 root 1.179 ecb_prefetch (&next->flag , 0, 1);
244     ecb_prefetch (&next->speed , 0, 1);
245     ecb_prefetch (&next->anim_speed, 0, 1);
246     ecb_prefetch (&next->contr , 0, 1);
247 root 1.144 }
248    
249 root 1.20 /* Now process op */
250 root 1.150 if (expect_false (op->flag [FLAG_FREED]))
251 root 1.20 {
252 root 1.162 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
253 root 1.59 op->set_speed (0);
254 root 1.20 continue;
255     }
256    
257 root 1.109 if (expect_false (!op->has_active_speed ()))
258 root 1.20 {
259 elmex 1.66 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
260     "but is on active list\n", op->debug_desc (), op->speed);
261 root 1.59 op->set_speed (0);
262 root 1.20 continue;
263 root 1.14 }
264    
265 root 1.109 if (expect_false (op->flag [FLAG_REMOVED]))
266 root 1.20 {
267 root 1.96 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
268     op->debug_desc ());
269 root 1.59 op->set_speed (0);
270 root 1.20 continue;
271 root 1.14 }
272    
273 root 1.46 /* Animate the object. Bug or feature that anim_speed
274 root 1.20 * is based on ticks, and not the creatures speed?
275     */
276     if (op->anim_speed && op->last_anim >= op->anim_speed)
277     {
278 root 1.102 animate_object (op, op->contr ? op->facing : op->direction);
279 root 1.20 op->last_anim = 1;
280     }
281     else
282 root 1.102 ++op->last_anim;
283 elmex 1.1
284 root 1.127 if (expect_false (op->speed_left > 0.f))
285 root 1.20 {
286     --op->speed_left;
287     process_object (op);
288 root 1.14 }
289 root 1.28
290 root 1.144 // this will destroy the speed_left value for players, but
291     // process_players1 and ..2 save/restore the real value,
292     // so we can avoid a costly test here.
293 root 1.145 op->speed_left = min (op->speed, op->speed_left + op->speed);
294 elmex 1.1 }
295    
296 root 1.46 process_players2 ();
297 elmex 1.1 }
298    
299 root 1.62 /* clean up everything before exiting */
300 root 1.20 void
301 root 1.62 emergency_save ()
302 root 1.20 {
303 root 1.161 LOG (llevInfo, "emergency_save: enter\n");
304    
305     LOG (llevInfo, "emergency_save: saving book archive\n");
306     write_book_archive ();
307 elmex 1.1
308 root 1.83 cfperl_emergency_save ();
309 root 1.62
310 root 1.161 LOG (llevInfo, "emergency_save: leave\n");
311 elmex 1.1 }
312    
313 root 1.79 // send all clients some informational text
314     static void
315     cleanup_inform (const char *cause, bool make_core)
316     {
317 root 1.114 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
318 root 1.83
319 root 1.111 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
320     new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
321 root 1.79
322     if (make_core)
323 root 1.111 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
324 root 1.79 else
325 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.");
326 root 1.79
327 root 1.111 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
328 root 1.79
329 root 1.113 client::flush_sockets ();
330 root 1.79 }
331    
332 elmex 1.1 /* clean up everything before exiting */
333 root 1.20 void
334 root 1.79 cleanup (const char *cause, bool make_core)
335 elmex 1.1 {
336 root 1.84 if (make_core)
337 root 1.85 fork_abort (cause);
338 root 1.84
339 root 1.161 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
340 root 1.79
341     if (!make_core)
342     cleanup_inform (cause, make_core);
343    
344 root 1.62 LOG (llevDebug, "cleanup begin.\n");
345    
346 root 1.65 if (init_done && !in_cleanup)
347 root 1.67 {
348     in_cleanup = true;
349     emergency_save ();
350     }
351     else
352     in_cleanup = true;
353 root 1.29
354 root 1.62 LOG (llevDebug, "running cleanup handlers.\n");
355     INVOKE_GLOBAL (CLEANUP);
356 root 1.23
357 root 1.62 LOG (llevDebug, "cleanup done.\n");
358 root 1.25
359 root 1.123 log_cleanup ();
360    
361 root 1.49 if (make_core)
362 root 1.130 cleanup_inform (cause, make_core);
363 root 1.49 else
364 root 1.88 {
365 root 1.115 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
366     new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
367 root 1.113 client::flush_sockets ();
368 root 1.88 }
369 root 1.130
370     cfperl_cleanup (make_core);
371     _exit (make_core);
372 elmex 1.1 }
373    
374     /*
375 root 1.73 * do_specials() is a collection of functions to call from time to time.
376 root 1.173 * Modified 2000-1-14 MSW to use the global server_tick count to determine how
377 elmex 1.1 * often to do things. This will allow us to spred them out more often.
378     * I use prime numbers for the factor count - in that way, it is less likely
379     * these actions will fall on the same tick (compared to say using 500/2500/15000
380     * which would mean on that 15,000 tick count a whole bunch of stuff gets
381     * done). Of course, there can still be times where multiple specials are
382     * done on the same tick, but that will happen very infrequently
383     *
384     * I also think this code makes it easier to see how often we really are
385     * doing the various things.
386     */
387 root 1.141 static void
388 root 1.146 do_specials ()
389 root 1.20 {
390 root 1.122 shstr::gc ();
391 root 1.125 archetype::gc ();
392 root 1.122
393 root 1.173 if (expect_false (!(server_tick % TICKS_PER_HOUR)))
394 root 1.134 maptile::adjust_daylight ();
395 elmex 1.1
396 root 1.173 if (expect_false (!(server_tick % 2503)))
397 root 1.20 fix_weight (); /* Hack to fix weightproblems caused by bugs */
398 elmex 1.1
399 root 1.173 if (expect_false (!(server_tick % 5003)))
400 root 1.20 write_book_archive ();
401 elmex 1.1
402 root 1.173 if (expect_false (!(server_tick % 5009)))
403 root 1.20 clean_friendly_list ();
404 elmex 1.1
405 root 1.173 if (expect_false (!(server_tick % 5011)))
406 root 1.20 obsolete_parties ();
407 elmex 1.1
408 root 1.173 if (expect_false (!(server_tick % 12503)))
409 root 1.20 fix_luck ();
410 elmex 1.1 }
411    
412 root 1.20 void
413 root 1.173 one_tick ()
414 root 1.2 {
415 root 1.44 // first do the user visible stuff
416 root 1.12 INVOKE_GLOBAL (CLOCK);
417 root 1.113 process_events (); // "do" something with objects with speed
418     client::clock (); // draw client maps etc.
419 root 1.44
420     // then do some bookkeeping, should not really be here
421 root 1.20 do_specials (); /* Routines called from time to time. */
422 root 1.56 attachable::check_mortals ();
423 root 1.5
424 root 1.173 // now that we aggressively reuse id's, this is very unlikely to happen...
425 root 1.151 if (object::object_count >= RESTART_COUNT)
426     cleanup ("running out of protocol ID values - need full restart");
427 root 1.2 }
428    
429 root 1.87 // normal main
430 root 1.20 int
431     main (int argc, char **argv)
432 elmex 1.1 {
433 root 1.6 settings.argc = argc;
434     settings.argv = argv;
435 root 1.165
436 root 1.167 rndm.seed (time (0));
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