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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
Log Message:
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * 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 *
13 * 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 *
18 * 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 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <object.h>
27 #include <tod.h>
28
29 #include <sproto.h>
30 #include <time.h>
31
32 #include <glib.h>
33
34 #include <../random_maps/random_map.h>
35 #include <../random_maps/rproto.h>
36 #include "path.h"
37
38 void
39 version (object *op)
40 {
41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
42 }
43
44 /* This is a basic little function to put the player back to his
45 * savebed.
46 */
47 void
48 enter_player_savebed (object *op)
49 {
50 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
51 }
52
53 /*
54 * enter_map(): Moves the player and pets from current map (if any) to
55 * 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 bool
61 object::enter_map (maptile *newmap, int x, int y)
62 {
63 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
64 return false;
65
66 if (out_of_map (newmap, x, y))
67 {
68 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
69 x = newmap->enter_x;
70 y = newmap->enter_y;
71 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 &newmap->path, x, y, newmap->width, newmap->height);
75 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
76 return false;
77 }
78 }
79
80 if (contr && map != newmap && map)
81 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
82 return false;
83
84 // remove, so stupid blocked does not trigger a failure
85 remove ();
86
87 /* try to find a spot for the player */
88 if (blocked (newmap, x, y))
89 { /* 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 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
98
99 if (i < 0)
100 {
101 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
102 if (i < 0)
103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
104 }
105
106 if (i >= 0)
107 {
108 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 }
117 else
118 /* 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
122 if (contr && map != newmap)
123 {
124 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
125 return false;
126
127 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
128 return false;
129 }
130
131 enemy = 0;
132
133 //newmap->insert (this, x, y);
134 newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
135
136 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
137 {
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
158 /* since the players map is already loaded, we don't need to worry
159 * about pending objects.
160 */
161 move_all_pets ();
162
163 return true;
164 }
165
166 return false;
167 }
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 static void
177 process_players1 ()
178 {
179 /* Basically, we keep looping until all the players have done their actions. */
180 for (int flag = 1; flag != 0;)
181 {
182 flag = 0;
183 for_all_players (pl)
184 {
185 pl->refcnt_chk ();
186
187 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
188 continue;
189
190 if (handle_newcs_player (pl->ob))
191 flag = 1;
192 }
193 }
194
195 for_all_players (pl)
196 {
197 object *ob = pl->ob;
198
199 // process_objects destroys the speed_left value
200 pl->speed_left_save = ob->speed_left;
201
202 if (expect_false (!ob || !pl->ns || !ob->active))
203 continue;
204
205 do_some_living (ob);
206 }
207 }
208
209 static void
210 process_players2 ()
211 {
212 /* Then check if any players should use weapon-speed instead of speed */
213 for_all_players (pl)
214 {
215 // restore speed_left value saved by process_players1
216 pl->ob->speed_left = pl->speed_left_save;
217
218 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 }
221 }
222
223 static void
224 process_events ()
225 {
226 process_players1 ();
227
228 for_all_actives (op)
229 {
230 // 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 /* Now process op */
245 if (expect_false (op->flag [FLAG_FREED]))
246 {
247 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
248 op->set_speed (0);
249 continue;
250 }
251
252 if (expect_false (!op->has_active_speed ()))
253 {
254 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
255 "but is on active list\n", op->debug_desc (), op->speed);
256 op->set_speed (0);
257 continue;
258 }
259
260 if (expect_false (op->flag [FLAG_REMOVED]))
261 {
262 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
263 op->debug_desc ());
264 op->set_speed (0);
265 continue;
266 }
267
268 /* Animate the object. Bug or feature that anim_speed
269 * is based on ticks, and not the creatures speed?
270 */
271 if (op->anim_speed && op->last_anim >= op->anim_speed)
272 {
273 animate_object (op, op->contr ? op->facing : op->direction);
274 op->last_anim = 1;
275 }
276 else
277 ++op->last_anim;
278
279 if (expect_false (op->speed_left > 0.f))
280 {
281 --op->speed_left;
282 process_object (op);
283 }
284
285 // 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 op->speed_left = min (op->speed, op->speed_left + op->speed);
289 }
290
291 process_players2 ();
292 }
293
294 /* clean up everything before exiting */
295 void
296 emergency_save ()
297 {
298 LOG (llevInfo, "emergency_save: enter\n");
299
300 LOG (llevInfo, "emergency_save: saving book archive\n");
301 write_book_archive ();
302
303 cfperl_emergency_save ();
304
305 LOG (llevInfo, "emergency_save: leave\n");
306 }
307
308 // send all clients some informational text
309 static void
310 cleanup_inform (const char *cause, bool make_core)
311 {
312 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
313
314 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
317 if (make_core)
318 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
319 else
320 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
322 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
323
324 client::flush_sockets ();
325 }
326
327 /* clean up everything before exiting */
328 void
329 cleanup (const char *cause, bool make_core)
330 {
331 if (make_core)
332 fork_abort (cause);
333
334 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
335
336 if (!make_core)
337 cleanup_inform (cause, make_core);
338
339 LOG (llevDebug, "cleanup begin.\n");
340
341 if (init_done && !in_cleanup)
342 {
343 in_cleanup = true;
344 emergency_save ();
345 }
346 else
347 in_cleanup = true;
348
349 LOG (llevDebug, "running cleanup handlers.\n");
350 INVOKE_GLOBAL (CLEANUP);
351
352 LOG (llevDebug, "cleanup done.\n");
353
354 log_cleanup ();
355
356 if (make_core)
357 cleanup_inform (cause, make_core);
358 else
359 {
360 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 client::flush_sockets ();
363 }
364
365 cfperl_cleanup (make_core);
366 _exit (make_core);
367 }
368
369 /*
370 * do_specials() is a collection of functions to call from time to time.
371 * 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 static void
383 do_specials ()
384 {
385 shstr::gc ();
386 archetype::gc ();
387
388 if (expect_false (!(pticks % TICKS_PER_HOUR)))
389 maptile::adjust_daylight ();
390
391 if (expect_false (!(pticks % 2503)))
392 fix_weight (); /* Hack to fix weightproblems caused by bugs */
393
394 if (expect_false (!(pticks % 5003)))
395 write_book_archive ();
396
397 if (expect_false (!(pticks % 5009)))
398 clean_friendly_list ();
399
400 if (expect_false (!(pticks % 5011)))
401 obsolete_parties ();
402
403 if (expect_false (!(pticks % 12503)))
404 fix_luck ();
405 }
406
407 void
408 server_tick ()
409 {
410 // first do the user visible stuff
411 INVOKE_GLOBAL (CLOCK);
412 process_events (); // "do" something with objects with speed
413 client::clock (); // draw client maps etc.
414
415 // then do some bookkeeping, should not really be here
416 do_specials (); /* Routines called from time to time. */
417 attachable::check_mortals ();
418
419 ++pticks;
420
421 if (object::object_count >= RESTART_COUNT)
422 cleanup ("running out of protocol ID values - need full restart");
423 }
424
425 // normal main
426 int
427 main (int argc, char **argv)
428 {
429 settings.argc = argc;
430 settings.argv = argv;
431
432 rndm.seed (time (0));
433 g_thread_init (0); // for the slice allocator only
434
435 init (argc, argv);
436
437 for (;;)
438 cfperl_main ();
439 }
440