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Revision: 1.156
Committed: Wed Apr 21 07:10:01 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.155: +27 -25 lines
Log Message:
indent

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. We do some error checking - its possible that the
46 * savebed map may no longer exist, so we make sure the player
47 * goes someplace.
48 */
49 void
50 enter_player_savebed (object *op)
51 {
52 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
53 }
54
55 /*
56 * enter_map(): Moves the player and pets from current map (if any) to
57 * new map. map, x, y must be set. map is the map we are moving the
58 * player to - it could be the map he just came from if the load failed for
59 * whatever reason. If default map coordinates are to be used, then
60 * the function that calls this should figure them out.
61 */
62 void
63 object::enter_map (maptile *newmap, int x, int y)
64 {
65 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
66 return;
67
68 if (out_of_map (newmap, x, y))
69 {
70 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
71 x = newmap->enter_x;
72 y = newmap->enter_y;
73 if (out_of_map (newmap, x, y))
74 {
75 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
76 &newmap->path, x, y, newmap->width, newmap->height);
77 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
78 return;
79 }
80 }
81
82 if (contr && map != newmap && map)
83 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
84 return;
85
86 // remove, so stupid blocked does not trigger a failure
87 remove ();
88
89 /* try to find a spot for the player */
90 if (blocked (newmap, x, y))
91 { /* First choice blocked */
92 /* We try to find a spot for the player, starting closest in.
93 * We could use find_first_free_spot, but that doesn't randomize it at all,
94 * So for example, if the north space is free, you would always end up there even
95 * if other spaces around are available.
96 * Note that for the second and third calls, we could start at a position other
97 * than one, but then we could end up on the other side of walls and so forth.
98 */
99 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
100
101 if (i < 0)
102 {
103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
104 if (i < 0)
105 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
106 }
107
108 if (i >= 0)
109 {
110 x += freearr_x[i];
111 y += freearr_y[i];
112 }
113 else
114 /* not much we can do in this case. */
115 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);
116 }
117
118 if (contr && map != newmap)
119 {
120 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
121 return;
122
123 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
124 return;
125 }
126
127 enemy = 0;
128
129 newmap->insert (this, x, y, 0, INS_NO_WALK_ON);
130
131 if (map == newmap)
132 {
133 if (contr)
134 {
135 contr->maplevel = newmap->path;
136 contr->count = 0;
137
138 /* Update any golems */
139 if (object *golem = contr->golem)
140 {
141 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
142
143 if (i < 0)
144 golem->drop_and_destroy ();
145 else
146 {
147 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
148 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
149 }
150 }
151 }
152
153 /* since the players map is already loaded, we don't need to worry
154 * about pending objects.
155 */
156 move_all_pets ();
157 }
158 }
159
160 /* process_players1 and process_players2 do all the player related stuff.
161 * I moved it out of process events and process_map. This was to some
162 * extent for debugging as well as to get a better idea of the time used
163 * by the various functions. process_players1() does the processing before
164 * objects have been updated, process_players2() does the processing that
165 * is needed after the players have been updated.
166 */
167 static void
168 process_players1 ()
169 {
170 /* Basically, we keep looping until all the players have done their actions. */
171 for (int flag = 1; flag != 0;)
172 {
173 flag = 0;
174 for_all_players (pl)
175 {
176 pl->refcnt_chk ();
177
178 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
179 continue;
180
181 if (handle_newcs_player (pl->ob))
182 flag = 1;
183 }
184 }
185
186 for_all_players (pl)
187 {
188 object *ob = pl->ob;
189
190 // process_objects destroys the speed_left value
191 pl->speed_left_save = ob->speed_left;
192
193 if (expect_false (!ob || !pl->ns || !ob->active))
194 continue;
195
196 do_some_living (ob);
197 }
198 }
199
200 static void
201 process_players2 ()
202 {
203 /* Then check if any players should use weapon-speed instead of speed */
204 for_all_players (pl)
205 {
206 // restore speed_left value saved by process_players1
207 pl->ob->speed_left = pl->speed_left_save;
208
209 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
210 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
211 }
212 }
213
214 static void
215 process_events ()
216 {
217 process_players1 ();
218
219 for_all_actives (op)
220 {
221 // try to prefetch some stuff we expect to need
222 // obviously, it should be grouped into the same cacheline.
223 // preliminary results indicate that this gives halves the speed
224 // used for the inner loop
225 if (_i < actives.size ()) // HACK, rely on _i :/
226 {
227 object *next = actives [_i + 1];
228
229 prefetch (&next->flag , 0, 1);
230 prefetch (&next->speed , 0, 1);
231 prefetch (&next->anim_speed, 0, 1);
232 prefetch (&next->contr , 0, 1);
233 }
234
235 /* Now process op */
236 if (expect_false (op->flag [FLAG_FREED]))
237 {
238 LOG (llevError, "BUG: process_events(): Free object on list\n");
239 op->set_speed (0);
240 continue;
241 }
242
243 if (expect_false (!op->has_active_speed ()))
244 {
245 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
246 "but is on active list\n", op->debug_desc (), op->speed);
247 op->set_speed (0);
248 continue;
249 }
250
251 if (expect_false (op->flag [FLAG_REMOVED]))
252 {
253 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
254 op->debug_desc ());
255 op->set_speed (0);
256 continue;
257 }
258
259 /* Animate the object. Bug or feature that anim_speed
260 * is based on ticks, and not the creatures speed?
261 */
262 if (op->anim_speed && op->last_anim >= op->anim_speed)
263 {
264 animate_object (op, op->contr ? op->facing : op->direction);
265 op->last_anim = 1;
266 }
267 else
268 ++op->last_anim;
269
270 if (expect_false (op->speed_left > 0.f))
271 {
272 --op->speed_left;
273 process_object (op);
274 }
275
276 // this will destroy the speed_left value for players, but
277 // process_players1 and ..2 save/restore the real value,
278 // so we can avoid a costly test here.
279 op->speed_left = min (op->speed, op->speed_left + op->speed);
280 }
281
282 process_players2 ();
283 }
284
285 /* clean up everything before exiting */
286 void
287 emergency_save ()
288 {
289 LOG (llevDebug, "emergency save begin.\n");
290
291 cfperl_emergency_save ();
292
293 LOG (llevDebug, "saving book archive.\n");
294 write_book_archive ();
295
296 LOG (llevDebug, "emergency save done.\n");
297 }
298
299 // send all clients some informational text
300 static void
301 cleanup_inform (const char *cause, bool make_core)
302 {
303 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
304
305 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
306 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
307
308 if (make_core)
309 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
310 else
311 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
312
313 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
314
315 client::flush_sockets ();
316 }
317
318 /* clean up everything before exiting */
319 void
320 cleanup (const char *cause, bool make_core)
321 {
322 if (make_core)
323 fork_abort (cause);
324
325 LOG (llevError, "cleanup cause: %s\n", cause);
326
327 if (!make_core)
328 cleanup_inform (cause, make_core);
329
330 LOG (llevDebug, "cleanup begin.\n");
331
332 if (init_done && !in_cleanup)
333 {
334 in_cleanup = true;
335 emergency_save ();
336 }
337 else
338 in_cleanup = true;
339
340 LOG (llevDebug, "running cleanup handlers.\n");
341 INVOKE_GLOBAL (CLEANUP);
342
343 LOG (llevDebug, "cleanup done.\n");
344
345 log_cleanup ();
346
347 if (make_core)
348 cleanup_inform (cause, make_core);
349 else
350 {
351 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
352 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
353 client::flush_sockets ();
354 }
355
356 cfperl_cleanup (make_core);
357 _exit (make_core);
358 }
359
360 /*
361 * do_specials() is a collection of functions to call from time to time.
362 * Modified 2000-1-14 MSW to use the global pticks count to determine how
363 * often to do things. This will allow us to spred them out more often.
364 * I use prime numbers for the factor count - in that way, it is less likely
365 * these actions will fall on the same tick (compared to say using 500/2500/15000
366 * which would mean on that 15,000 tick count a whole bunch of stuff gets
367 * done). Of course, there can still be times where multiple specials are
368 * done on the same tick, but that will happen very infrequently
369 *
370 * I also think this code makes it easier to see how often we really are
371 * doing the various things.
372 */
373 static void
374 do_specials ()
375 {
376 shstr::gc ();
377 archetype::gc ();
378
379 if (expect_false (!(pticks % TICKS_PER_HOUR)))
380 maptile::adjust_daylight ();
381
382 if (expect_false (!(pticks % 2503)))
383 fix_weight (); /* Hack to fix weightproblems caused by bugs */
384
385 if (expect_false (!(pticks % 5003)))
386 write_book_archive ();
387
388 if (expect_false (!(pticks % 5009)))
389 clean_friendly_list ();
390
391 if (expect_false (!(pticks % 5011)))
392 obsolete_parties ();
393
394 if (expect_false (!(pticks % 12503)))
395 fix_luck ();
396 }
397
398 void
399 server_tick ()
400 {
401 // first do the user visible stuff
402 INVOKE_GLOBAL (CLOCK);
403 process_events (); // "do" something with objects with speed
404 client::clock (); // draw client maps etc.
405
406 // then do some bookkeeping, should not really be here
407 do_specials (); /* Routines called from time to time. */
408 attachable::check_mortals ();
409
410 ++pticks;
411
412 if (object::object_count >= RESTART_COUNT)
413 cleanup ("running out of protocol ID values - need full restart");
414 }
415
416 // normal main
417 int
418 main (int argc, char **argv)
419 {
420 settings.argc = argc;
421 settings.argv = argv;
422
423 rndm.seed (time (0));
424 g_thread_init (0); // for the slice allocator only
425
426 init (argc, argv);
427
428 for (;;)
429 cfperl_main ();
430 }
431