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Revision: 1.171
Committed: Tue May 3 11:23:48 2011 UTC (13 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.170: +1 -0 lines
Log Message:
activate maps only when player is near, not when loading the map

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 <rmg.h>
35 #include <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 maptile *m = newmap;
109 sint16 nx = x + freearr_x[i];
110 sint16 ny = y + freearr_y[i];
111
112 if (xy_normalise (m, nx, ny))
113 {
114 newmap = m;
115 x = nx;
116 y = ny;
117 }
118 }
119 else
120 /* 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
124 if (contr && map != newmap)
125 {
126 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
127 return false;
128
129 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
130 return false;
131 }
132
133 enemy = 0;
134
135 //newmap->insert (this, x, y);
136 newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
137 prefetch_surrounding_maps ();
138
139 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
140 {
141 if (contr)
142 {
143 contr->maplevel = newmap->path;
144 contr->count = 0;
145
146 /* Update any golems */
147 if (object *golem = contr->golem)
148 {
149 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
150
151 if (i < 0)
152 golem->drop_and_destroy ();
153 else
154 {
155 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
156 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
157 }
158 }
159 }
160
161 /* since the players map is already loaded, we don't need to worry
162 * about pending objects.
163 */
164 move_all_pets ();
165
166 return true;
167 }
168
169 return false;
170 }
171
172 /* process_players1 and process_players2 do all the player related stuff.
173 * I moved it out of process events and process_map. This was to some
174 * extent for debugging as well as to get a better idea of the time used
175 * by the various functions. process_players1() does the processing before
176 * objects have been updated, process_players2() does the processing that
177 * is needed after the players have been updated.
178 */
179 static void
180 process_players1 ()
181 {
182 /* Basically, we keep looping until all the players have done their actions. */
183 for (int flag = 1; flag != 0;)
184 {
185 flag = 0;
186 for_all_players (pl)
187 {
188 pl->refcnt_chk ();
189
190 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
191 continue;
192
193 if (handle_newcs_player (pl->ob))
194 flag = 1;
195 }
196 }
197
198 for_all_players (pl)
199 {
200 object *ob = pl->ob;
201
202 // process_objects destroys the speed_left value
203 pl->speed_left_save = ob->speed_left;
204
205 if (expect_false (!ob || !pl->ns || !ob->active))
206 continue;
207
208 do_some_living (ob);
209 }
210 }
211
212 static void
213 process_players2 ()
214 {
215 /* Then check if any players should use weapon-speed instead of speed */
216 for_all_players (pl)
217 {
218 // restore speed_left value saved by process_players1
219 pl->ob->speed_left = pl->speed_left_save;
220
221 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
222 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
223 }
224 }
225
226 static void
227 process_events ()
228 {
229 process_players1 ();
230
231 for_all_actives (op)
232 {
233 // try to prefetch some stuff we expect to need
234 // obviously, it should be grouped into the same cacheline.
235 // preliminary results indicate that this gives halves the speed
236 // used for the inner loop
237 if (_i < actives.size ()) // HACK, rely on _i :/
238 {
239 object *next = actives [_i + 1];
240
241 prefetch (&next->flag , 0, 1);
242 prefetch (&next->speed , 0, 1);
243 prefetch (&next->anim_speed, 0, 1);
244 prefetch (&next->contr , 0, 1);
245 }
246
247 /* Now process op */
248 if (expect_false (op->flag [FLAG_FREED]))
249 {
250 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
251 op->set_speed (0);
252 continue;
253 }
254
255 if (expect_false (!op->has_active_speed ()))
256 {
257 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
258 "but is on active list\n", op->debug_desc (), op->speed);
259 op->set_speed (0);
260 continue;
261 }
262
263 if (expect_false (op->flag [FLAG_REMOVED]))
264 {
265 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
266 op->debug_desc ());
267 op->set_speed (0);
268 continue;
269 }
270
271 /* Animate the object. Bug or feature that anim_speed
272 * is based on ticks, and not the creatures speed?
273 */
274 if (op->anim_speed && op->last_anim >= op->anim_speed)
275 {
276 animate_object (op, op->contr ? op->facing : op->direction);
277 op->last_anim = 1;
278 }
279 else
280 ++op->last_anim;
281
282 if (expect_false (op->speed_left > 0.f))
283 {
284 --op->speed_left;
285 process_object (op);
286 }
287
288 // this will destroy the speed_left value for players, but
289 // process_players1 and ..2 save/restore the real value,
290 // so we can avoid a costly test here.
291 op->speed_left = min (op->speed, op->speed_left + op->speed);
292 }
293
294 process_players2 ();
295 }
296
297 /* clean up everything before exiting */
298 void
299 emergency_save ()
300 {
301 LOG (llevInfo, "emergency_save: enter\n");
302
303 LOG (llevInfo, "emergency_save: saving book archive\n");
304 write_book_archive ();
305
306 cfperl_emergency_save ();
307
308 LOG (llevInfo, "emergency_save: leave\n");
309 }
310
311 // send all clients some informational text
312 static void
313 cleanup_inform (const char *cause, bool make_core)
314 {
315 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
316
317 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
318 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
319
320 if (make_core)
321 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
322 else
323 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
324
325 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
326
327 client::flush_sockets ();
328 }
329
330 /* clean up everything before exiting */
331 void
332 cleanup (const char *cause, bool make_core)
333 {
334 if (make_core)
335 fork_abort (cause);
336
337 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
338
339 if (!make_core)
340 cleanup_inform (cause, make_core);
341
342 LOG (llevDebug, "cleanup begin.\n");
343
344 if (init_done && !in_cleanup)
345 {
346 in_cleanup = true;
347 emergency_save ();
348 }
349 else
350 in_cleanup = true;
351
352 LOG (llevDebug, "running cleanup handlers.\n");
353 INVOKE_GLOBAL (CLEANUP);
354
355 LOG (llevDebug, "cleanup done.\n");
356
357 log_cleanup ();
358
359 if (make_core)
360 cleanup_inform (cause, make_core);
361 else
362 {
363 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
364 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
365 client::flush_sockets ();
366 }
367
368 cfperl_cleanup (make_core);
369 _exit (make_core);
370 }
371
372 /*
373 * do_specials() is a collection of functions to call from time to time.
374 * Modified 2000-1-14 MSW to use the global pticks count to determine how
375 * often to do things. This will allow us to spred them out more often.
376 * I use prime numbers for the factor count - in that way, it is less likely
377 * these actions will fall on the same tick (compared to say using 500/2500/15000
378 * which would mean on that 15,000 tick count a whole bunch of stuff gets
379 * done). Of course, there can still be times where multiple specials are
380 * done on the same tick, but that will happen very infrequently
381 *
382 * I also think this code makes it easier to see how often we really are
383 * doing the various things.
384 */
385 static void
386 do_specials ()
387 {
388 shstr::gc ();
389 archetype::gc ();
390
391 if (expect_false (!(pticks % TICKS_PER_HOUR)))
392 maptile::adjust_daylight ();
393
394 if (expect_false (!(pticks % 2503)))
395 fix_weight (); /* Hack to fix weightproblems caused by bugs */
396
397 if (expect_false (!(pticks % 5003)))
398 write_book_archive ();
399
400 if (expect_false (!(pticks % 5009)))
401 clean_friendly_list ();
402
403 if (expect_false (!(pticks % 5011)))
404 obsolete_parties ();
405
406 if (expect_false (!(pticks % 12503)))
407 fix_luck ();
408 }
409
410 void
411 server_tick ()
412 {
413 // first do the user visible stuff
414 INVOKE_GLOBAL (CLOCK);
415 process_events (); // "do" something with objects with speed
416 client::clock (); // draw client maps etc.
417
418 // then do some bookkeeping, should not really be here
419 do_specials (); /* Routines called from time to time. */
420 attachable::check_mortals ();
421
422 ++pticks;
423
424 if (object::object_count >= RESTART_COUNT)
425 cleanup ("running out of protocol ID values - need full restart");
426 }
427
428 // normal main
429 int
430 main (int argc, char **argv)
431 {
432 settings.argc = argc;
433 settings.argv = argv;
434
435 rndm.seed (time (0));
436 g_thread_init (0); // for the slice allocator only
437
438 // temporary(?) testing hack
439 if (argc >= 2 && !strcmp (argv [1], "--noise"))
440 {
441 void noise_test ();
442 noise_test ();
443 exit (0);
444 }
445
446 #if 0
447 // 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
461 init (argc, argv);
462
463 for (;;)
464 cfperl_main ();
465 }
466