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Revision: 1.158
Committed: Fri Apr 23 09:22:47 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.157: +2 -1 lines
Log Message:
auto-apply emergency fix

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