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Comparing deliantra/server/server/main.C (file contents):
Revision 1.76 by root, Wed Jan 3 20:08:04 2007 UTC vs.
Revision 1.104 by root, Thu May 17 14:14:55 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <tod.h> 27#include <tod.h>
27
28#ifdef HAVE_DES_H
29# include <des.h>
30#else
31# ifdef HAVE_CRYPT_H
32# include <crypt.h>
33# endif
34#endif
35 28
36#include <sproto.h> 29#include <sproto.h>
37#include <time.h> 30#include <time.h>
38 31
39#include <../random_maps/random_map.h> 32#include <../random_maps/random_map.h>
54 47
55 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); 48 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
56 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>"); 49 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
57 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>"); 50 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
58 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>"); 51 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
52 new_draw_info (NDI_UNIQUE, 0, op, "");
53 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to the original Crossfire:");
59 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>"); 54 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
60 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>"); 55 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
61 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>"); 56 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
62 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>"); 57 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
63 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>"); 58 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
94 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>"); 89 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
95 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>"); 90 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
96 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>"); 91 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
97 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>"); 92 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>");
98 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n"); 93 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
99 94 new_draw_info (NDI_UNIQUE, 0, op, "");
100 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
101 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
102 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>"); 97 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>");
103 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>"); 98 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>");
104 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>"); 99 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
105 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg <maxmc@telia.com>"); 100 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg <maxmc@telia.com>");
101 new_draw_info (NDI_UNIQUE, 0, op, "");
106 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 102 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
107} 103}
108 104
109/* This is a basic little function to put the player back to his 105/* This is a basic little function to put the player back to his
110 * savebed. We do some error checking - its possible that the 106 * savebed. We do some error checking - its possible that the
147 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); 143 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
148 return; 144 return;
149 } 145 }
150 } 146 }
151 147
152 if (map && map != newmap) 148 if (contr && map != newmap && map)
153 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) 149 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
154 return; 150 return;
155 151
156 /* If it is a player login, he has yet to be inserted anyplace. 152 // remove, so stupid ob_locked does not trigger a failure
157 * otherwise, we need to deal with removing the player here.
158 */
159 remove (); 153 remove ();
160 154
161 /* try to find a spot for the player */ 155 /* try to find a spot for the player */
162 if (ob_blocked (this, newmap, x, y)) 156 if (ob_blocked (this, newmap, x, y))
163 { /* First choice blocked */ 157 { /* First choice blocked */
185 else 179 else
186 /* not much we can do in this case. */ 180 /* not much we can do in this case. */
187 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); 181 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);
188 } 182 }
189 183
190 if (map != newmap && contr) 184 if (contr && map != newmap)
191 { 185 {
192 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 186 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
193 return; 187 return;
194 188
195 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) 189 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
200 this->y = y; 194 this->y = y;
201 map = newmap; 195 map = newmap;
202 196
203 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON); 197 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
204 198
205 enemy = NULL; 199 enemy = 0;
206 200
207 if (contr) 201 if (contr)
208 { 202 {
209 contr->maplevel = newmap->path; 203 contr->maplevel = newmap->path;
210 contr->count = 0; 204 contr->count = 0;
211 } 205 }
212 206
213 /* Update any golems */ 207 /* Update any golems */
214 if (type == PLAYER && contr->ranges[range_golem]) 208 if (type == PLAYER)
215 { 209 if (object *golem = contr->golem)
216 int i = find_free_spot (contr->ranges[range_golem], newmap,
217 x, y, 1, SIZEOFFREE);
218
219 contr->ranges[range_golem]->remove ();
220
221 if (i == -1)
222 { 210 {
223 remove_friendly_object (contr->ranges[range_golem]); 211 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
224 contr->ranges[range_golem]->destroy (); 212
225 contr->ranges[range_golem] = 0; 213 if (i < 0)
226 } 214 golem->destroy ();
227 else 215 else
228 {
229 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
230 { 216 {
231 tmp->x = x + freearr_x[i] + (tmp->arch ? 0 : tmp->arch->clone.x); 217 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
232 tmp->y = y + freearr_y[i] + (tmp->arch ? 0 : tmp->arch->clone.y); 218 golem->direction = find_dir_2 (x - golem->x, y - golem->y);
233 tmp->map = newmap;
234 } 219 }
235
236 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
237 contr->ranges[range_golem]->direction =
238 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
239 } 220 }
240 }
241 221
242 /* since the players map is already loaded, we don't need to worry 222 /* since the players map is already loaded, we don't need to worry
243 * about pending objects. 223 * about pending objects.
244 */ 224 */
245 remove_all_pets (newmap); 225 remove_all_pets (newmap);
253 * is needed after the players have been updated. 233 * is needed after the players have been updated.
254 */ 234 */
255static void 235static void
256process_players1 () 236process_players1 ()
257{ 237{
258 int flag;
259
260 /* Basically, we keep looping until all the players have done their actions. */ 238 /* Basically, we keep looping until all the players have done their actions. */
261 for (flag = 1; flag != 0;) 239 for (int flag = 1; flag != 0;)
262 { 240 {
263 flag = 0; 241 flag = 0;
264 for_all_players (pl) 242 for_all_players (pl)
265 { 243 {
266 pl->refcnt_chk (); 244 pl->refcnt_chk ();
267 245
268 if (!pl->ob || !pl->ns || !pl->ob->active ()) 246 if (!pl->ob || !pl->ns || !pl->ob->active)
269 continue; 247 continue;
270 248
271 if (pl->ob->speed_left > 0) 249 if (pl->ob->speed_left > 0.f && pl->ns)
272 if (handle_newcs_player (pl->ob)) 250 if (handle_newcs_player (pl->ob))
273 flag = 1; 251 flag = 1;
274 252
275 /* If the player is not actively playing, don't make a 253 /* If the player is not actively playing, don't make a
276 * backup save - nothing to save anyway. Plus, the 254 * backup save - nothing to save anyway. Plus, the
278 * player quits - they exist for purposes of tracking on the map, 256 * player quits - they exist for purposes of tracking on the map,
279 * but don't actually reside on any actual map. 257 * but don't actually reside on any actual map.
280 */ 258 */
281 if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) 259 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
282 continue; 260 continue;
283
284#ifdef AUTOSAVE
285 /* check for ST_PLAYING state so that we don't try to save off when
286 * the player is logging in.
287 */
288 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
289 {
290 pl->ob->contr->save ();
291 pl->last_save_tick = pticks;
292 }
293#endif
294 } /* end of for loop for all the players */ 261 } /* end of for loop for all the players */
295 } /* for flag */ 262 } /* for flag */
296 263
297 for_all_players (pl) 264 for_all_players (pl)
298 { 265 {
266 object *ob = pl->ob;
267
299 if (!pl->ob || !pl->ns || !pl->ob->active ()) 268 if (!ob || !pl->ns || !ob->active)
300 continue; 269 continue;
301 270
302 if (settings.casting_time) 271 // process_events might steal us one speed slot, so adjust accordingly
303 { 272 if (ob->speed_left > 0.f)
304 if (pl->ob->casting_time > 0) 273 ++ob->speed_left;
305 {
306 pl->ob->casting_time--;
307 pl->ob->start_holding = 1;
308 }
309 274
310 /* set spell_state so we can update the range in stats field */
311 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
312 pl->ob->start_holding = 0;
313 }
314
315 do_some_living (pl->ob); 275 do_some_living (ob);
316 } 276 }
317} 277}
318 278
319static void 279static void
320process_players2 () 280process_players2 ()
321{ 281{
322 /* Then check if any players should use weapon-speed instead of speed */ 282 /* Then check if any players should use weapon-speed instead of speed */
323 for_all_players (pl) 283 for_all_players (pl)
324 { 284 {
325 /* The code that did weapon_sp handling here was out of place -
326 * this isn't called until after the player has finished there
327 * actions, and is thus out of place. All we do here is bounds
328 * checking.
329 */
330 if (pl->has_hit) 285 if (pl->has_hit)
331 { 286 {
287 pl->ob->speed_left = min (pl->weapon_speed (), pl->ob->speed_left + pl->weapon_speed ());
288
332 if (pl->ob->speed_left > pl->weapon_sp) 289 if (pl->ob->speed_left > 0.f)
333 pl->ob->speed_left = pl->weapon_sp;
334
335 /* This needs to be here - if the player is running, we need to
336 * clear this each tick, but new commands are not being received
337 * so execute_newserver_command() is never called
338 */
339 pl->has_hit = 0; 290 pl->has_hit = 0;
340 } 291 }
341 else if (pl->ob->speed_left > pl->ob->speed) 292 else
342 pl->ob->speed_left = pl->ob->speed; 293 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
343 } 294 }
344} 295}
345 296
346void 297void
347process_events () 298process_events ()
348{ 299{
349 object *op;
350
351 static object_ptr marker_;
352
353 if (!marker_)
354 marker_ = object::create ();
355
356 object *marker = marker_;
357
358 process_players1 (); 300 process_players1 ();
359 301
360 marker->active_next = active_objects; 302 for_all_actives (op)
361
362 if (marker->active_next)
363 marker->active_next->active_prev = marker;
364
365 marker->active_prev = 0;
366 active_objects = marker;
367
368 while (marker->active_next)
369 { 303 {
370 op = marker->active_next;
371
372 /* Move marker forward - swap op and marker */
373 op->active_prev = marker->active_prev;
374
375 if (op->active_prev)
376 op->active_prev->active_next = op;
377 else
378 active_objects = op;
379
380 marker->active_next = op->active_next;
381
382 if (marker->active_next)
383 marker->active_next->active_prev = marker;
384
385 marker->active_prev = op;
386 op->active_next = marker;
387
388 /* Now process op */ 304 /* Now process op */
389 if (QUERY_FLAG (op, FLAG_FREED)) 305 if (QUERY_FLAG (op, FLAG_FREED))
390 { 306 {
391 LOG (llevError, "BUG: process_events(): Free object on list\n"); 307 LOG (llevError, "BUG: process_events(): Free object on list\n");
392 op->set_speed (0); 308 op->set_speed (0);
393 continue;
394 }
395
396 /* I've seen occasional crashes due to this - the object is removed,
397 * and thus the map it points to (last map it was on) may be bogus
398 * The real bug is to try to find out the cause of this - someone
399 * is probably calling remove_ob without either an insert_ob or
400 * free_object afterwards, leaving an object dangling. But I'd
401 * rather log this and continue on instead of crashing.
402 * Don't remove players - when a player quits, the object is in
403 * sort of a limbo, of removed, but something we want to keep
404 * around.
405 */
406 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
407 {
408 LOG (llevError, "BUG: process_events(): Removed object on list\n");
409 char *dump = dump_object (op);
410 LOG (llevError, dump);
411 free (dump);
412 op->destroy ();
413 continue; 309 continue;
414 } 310 }
415 311
416 if (!op->has_active_speed ()) 312 if (!op->has_active_speed ())
417 { 313 {
419 "but is on active list\n", op->debug_desc (), op->speed); 315 "but is on active list\n", op->debug_desc (), op->speed);
420 op->set_speed (0); 316 op->set_speed (0);
421 continue; 317 continue;
422 } 318 }
423 319
424 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 320 if (op->flag [FLAG_REMOVED])
425 { 321 {
426 LOG (llevError, "BUG: process_events(): Object without map or " 322 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
427 "inventory is on active list: %s (%d)\n", &op->name, op->count); 323 op->debug_desc ());
428 op->set_speed (0); 324 op->set_speed (0);
429 continue; 325 continue;
430 } 326 }
431 327
432 /* Animate the object. Bug or feature that anim_speed 328 /* Animate the object. Bug or feature that anim_speed
433 * is based on ticks, and not the creatures speed? 329 * is based on ticks, and not the creatures speed?
434 */ 330 */
435 if (op->anim_speed && op->last_anim >= op->anim_speed) 331 if (op->anim_speed && op->last_anim >= op->anim_speed)
436 { 332 {
437 if ((op->type == PLAYER))
438 animate_object (op, op->facing);
439 else
440 animate_object (op, op->direction); 333 animate_object (op, op->contr ? op->facing : op->direction);
441
442 op->last_anim = 1; 334 op->last_anim = 1;
443 } 335 }
444 else 336 else
445 op->last_anim++; 337 ++op->last_anim;
446 338
447 if (op->speed_left > 0) 339 if (op->speed_left > 0.f)
448 {
449#if 0
450 /* I've seen occasional crashes in move_symptom() with it
451 * crashing because op is removed - add some debugging to
452 * track if it is removed at this point.
453 * This unfortunately is a bit too verbose it seems - not sure
454 * why - I think what happens is a map is freed or something and
455 * some objects get 'lost' - removed never to be reclaimed.
456 * removed objects generally shouldn't exist.
457 */
458 if (QUERY_FLAG (op, FLAG_REMOVED))
459 { 340 {
460 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
461 }
462#endif
463 --op->speed_left; 341 --op->speed_left;
464 process_object (op); 342 process_object (op);
465 343
466 if (op->destroyed ()) 344 if (op->destroyed ())
467 continue; 345 continue;
468 } 346 }
469 347
470 if (settings.casting_time == TRUE && op->casting_time > 0) 348 if (!op->contr)
471 op->casting_time--; 349 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
472
473 if (op->speed_left <= 0)
474 op->speed_left += FABS (op->speed);
475 } 350 }
476
477 /* Remove marker object from active list */
478 if (marker->active_prev != NULL)
479 marker->active_prev->active_next = NULL;
480 else
481 active_objects = NULL;
482 351
483 process_players2 (); 352 process_players2 ();
484} 353}
485 354
486/* clean up everything before exiting */ 355/* clean up everything before exiting */
487void 356void
488emergency_save () 357emergency_save ()
489{ 358{
490 LOG (llevDebug, "emergency save begin.\n"); 359 LOG (llevDebug, "emergency save begin.\n");
491 360
492 LOG (llevDebug, "saving players.\n");
493 for_all_players (pl)
494 if (pl->enable_save)
495 {
496 pl->save (true);
497 pl->enable_save = true;
498 }
499
500// for_all_players (pl)
501// if (pl->ob)
502// pl->ob->remove ();
503
504 LOG (llevDebug, "saving maps.\n");
505 maptile::emergency_save (); 361 cfperl_emergency_save ();
506 362
507 LOG (llevDebug, "saving book archive.\n"); 363 LOG (llevDebug, "saving book archive.\n");
508 write_book_archive (); 364 write_book_archive ();
509 365
510 LOG (llevDebug, "emergency save done.\n"); 366 LOG (llevDebug, "emergency save done.\n");
511} 367}
512 368
369// send all clients some informational text
370static void
371cleanup_inform (const char *cause, bool make_core)
372{
373 int flags = NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
374
375 new_draw_info_format (flags, 0, 0, "The server will now shutdown.\n");
376 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause);
377
378 if (make_core)
379 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n");
380 else
381 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.\n");
382
383 new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE);
384
385 flush_sockets ();
386}
387
513/* clean up everything before exiting */ 388/* clean up everything before exiting */
514void 389void
515cleanup (bool make_core) 390cleanup (const char *cause, bool make_core)
516{ 391{
392 if (make_core)
393 fork_abort (cause);
394
395 LOG (llevError, "cleanup cause: %s\n", cause);
396
397 if (!make_core)
398 cleanup_inform (cause, make_core);
399
517 LOG (llevDebug, "cleanup begin.\n"); 400 LOG (llevDebug, "cleanup begin.\n");
518 401
519 if (init_done && !in_cleanup) 402 if (init_done && !in_cleanup)
520 { 403 {
521 in_cleanup = true; 404 in_cleanup = true;
528 INVOKE_GLOBAL (CLEANUP); 411 INVOKE_GLOBAL (CLEANUP);
529 412
530 LOG (llevDebug, "cleanup done.\n"); 413 LOG (llevDebug, "cleanup done.\n");
531 414
532 if (make_core) 415 if (make_core)
533 abort (); 416 {
417 cleanup_inform (cause, make_core);
418 cfperl_cleanup (make_core);
419 _exit (1);
420 }
534 else 421 else
422 {
423 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.\n");
424 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE "\n");
425 flush_sockets ();
426 cfperl_cleanup (make_core);
535 _exit (0); 427 _exit (0);
428 }
536} 429}
537 430
538int 431int
539forbid_play (void) 432forbid_play (void)
540{ 433{
596 * done on the same tick, but that will happen very infrequently 489 * done on the same tick, but that will happen very infrequently
597 * 490 *
598 * I also think this code makes it easier to see how often we really are 491 * I also think this code makes it easier to see how often we really are
599 * doing the various things. 492 * doing the various things.
600 */ 493 */
601
602extern unsigned long todtick;
603
604void 494void
605do_specials (void) 495do_specials (void)
606{ 496{
607 if (!(pticks % PTICKS_PER_CLOCK)) 497 if (!(pticks % TICKS_PER_HOUR))
608 tick_the_clock (); 498 adjust_daylight ();
609 499
610 if (!(pticks % 7)) 500 if (!(pticks % 7))
611 shstr::gc (); 501 shstr::gc ();
612 502
613 if (!(pticks % 2503)) 503 if (!(pticks % 2503))
640 attachable::check_mortals (); 530 attachable::check_mortals ();
641 531
642 ++pticks; 532 ++pticks;
643} 533}
644 534
535#if 0
536// used fro benchmarking (x86/amd64-specific)
537typedef unsigned long tval;
538typedef unsigned long long stamp64;
539
540extern inline tval
541stamp (void)
542{
543 tval tsc;
544 asm volatile ("rdtsc":"=a" (tsc)::"edx");
545
546 return tsc;
547}
548
549extern inline tval
550measure (tval t)
551{
552 tval tsc;
553 asm volatile ("rdtsc":"=a" (tsc)::"edx");
554
555 if (tsc > t)
556 return tsc - t;
557 else
558 return t - tsc;
559}
560
645int 561int
646main (int argc, char **argv) 562main (int argc, char **argv)
647{ 563{
564 rand_gen rg(0);
565 tval fastest = 0x7fffffff;
566 for (int loop = 10000; loop--; )
567 {
568 tval s = stamp ();
569 volatile int i = rg.get_int(25);
570 fastest = min (fastest, measure (s));
571 }
572
573 //printf ("fastest %d\n", fastest);
574 for (int i = 0; i < 1024*1024*3; ++i)
575 {
576 char c = rg.get_int (256);
577 write (2, &c, 1);
578 }
579}
580
581#else
582
583// normal main
584int
585main (int argc, char **argv)
586{
648 settings.argc = argc; 587 settings.argc = argc;
649 settings.argv = argv; 588 settings.argv = argv;
650 589
651 init (argc, argv); 590 init (argc, argv);
652 591
653 initPlugins (); 592 initPlugins ();
654 593
655 for (;;) 594 for (;;)
656 cfperl_main (); 595 cfperl_main ();
657
658 cleanup (true);
659} 596}
597#endif
660 598

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