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Comparing deliantra/server/server/main.C (file contents):
Revision 1.86 by root, Thu Jan 18 16:19:34 2007 UTC vs.
Revision 1.117 by root, Wed Sep 12 11:10:11 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <tod.h> 26#include <tod.h>
38}; 37};
39 38
40void 39void
41version (object *op) 40version (object *op)
42{ 41{
43 if (op)
44 clear_win_info (op);
45
46 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION); 42 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION);
47 43
48 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); 44 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
49 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>"); 45 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
50 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>"); 46 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
151 147
152 // remove, so stupid ob_locked does not trigger a failure 148 // remove, so stupid ob_locked does not trigger a failure
153 remove (); 149 remove ();
154 150
155 /* try to find a spot for the player */ 151 /* try to find a spot for the player */
156 if (ob_blocked (this, newmap, x, y)) 152 if (blocked (newmap, x, y))
157 { /* First choice blocked */ 153 { /* First choice blocked */
158 /* We try to find a spot for the player, starting closest in. 154 /* We try to find a spot for the player, starting closest in.
159 * We could use find_first_free_spot, but that doesn't randomize it at all, 155 * We could use find_first_free_spot, but that doesn't randomize it at all,
160 * So for example, if the north space is free, you would always end up there even 156 * So for example, if the north space is free, you would always end up there even
161 * if other spaces around are available. 157 * if other spaces around are available.
203 contr->maplevel = newmap->path; 199 contr->maplevel = newmap->path;
204 contr->count = 0; 200 contr->count = 0;
205 } 201 }
206 202
207 /* Update any golems */ 203 /* Update any golems */
208 if (type == PLAYER && contr->ranges[range_golem]) 204 if (type == PLAYER)
205 if (object *golem = contr->golem)
209 { 206 {
210 int i = find_free_spot (contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE); 207 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
211 208
212 if (i < 0) 209 if (i < 0)
213 { 210 golem->destroy ();
214 contr->ranges[range_golem]->destroy ();
215 contr->ranges[range_golem] = 0;
216 }
217 else 211 else
218 { 212 {
219 newmap->insert (contr->ranges[range_golem], x + freearr_x[i], y + freearr_y[i]); 213 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
220 214 golem->direction = find_dir_2 (x - golem->x, y - golem->y);
221 contr->ranges[range_golem]->direction =
222 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
223 } 215 }
224 } 216 }
225 217
226 /* since the players map is already loaded, we don't need to worry 218 /* since the players map is already loaded, we don't need to worry
227 * about pending objects. 219 * about pending objects.
228 */ 220 */
229 remove_all_pets (newmap); 221 remove_all_pets (newmap);
237 * is needed after the players have been updated. 229 * is needed after the players have been updated.
238 */ 230 */
239static void 231static void
240process_players1 () 232process_players1 ()
241{ 233{
242 int flag;
243
244 /* Basically, we keep looping until all the players have done their actions. */ 234 /* Basically, we keep looping until all the players have done their actions. */
245 for (flag = 1; flag != 0;) 235 for (int flag = 1; flag != 0;)
246 { 236 {
247 flag = 0; 237 flag = 0;
248 for_all_players (pl) 238 for_all_players (pl)
249 { 239 {
250 pl->refcnt_chk (); 240 pl->refcnt_chk ();
251 241
252 if (!pl->ob || !pl->ns || !pl->ob->active) 242 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
253 continue; 243 continue;
254 244
255 if (pl->ob->speed_left > 0)
256 if (handle_newcs_player (pl->ob)) 245 if (handle_newcs_player (pl->ob))
257 flag = 1; 246 flag = 1;
258 247 }
259 /* If the player is not actively playing, don't make a 248 }
260 * backup save - nothing to save anyway. Plus, the
261 * map may not longer be valid. This can happen when the
262 * player quits - they exist for purposes of tracking on the map,
263 * but don't actually reside on any actual map.
264 */
265 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
266 continue;
267 } /* end of for loop for all the players */
268 } /* for flag */
269 249
270 for_all_players (pl) 250 for_all_players (pl)
271 { 251 {
252 object *ob = pl->ob;
253
272 if (!pl->ob || !pl->ns || !pl->ob->active) 254 if (expect_false (!ob || !pl->ns || !ob->active))
273 continue; 255 continue;
274 256
275 if (settings.casting_time)
276 {
277 if (pl->ob->casting_time > 0)
278 {
279 pl->ob->casting_time--;
280 pl->ob->start_holding = 1;
281 }
282
283 /* set spell_state so we can update the range in stats field */
284 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
285 pl->ob->start_holding = 0;
286 }
287
288 do_some_living (pl->ob); 257 do_some_living (ob);
289 } 258 }
290} 259}
291 260
292static void 261static void
293process_players2 () 262process_players2 ()
294{ 263{
295 /* Then check if any players should use weapon-speed instead of speed */ 264 /* Then check if any players should use weapon-speed instead of speed */
296 for_all_players (pl) 265 for_all_players (pl)
297 { 266 {
298 /* The code that did weapon_sp handling here was out of place - 267 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
299 * this isn't called until after the player has finished there 268 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
300 * actions, and is thus out of place. All we do here is bounds
301 * checking.
302 */
303 if (pl->has_hit)
304 {
305 if (pl->ob->speed_left > pl->weapon_sp)
306 pl->ob->speed_left = pl->weapon_sp;
307
308 /* This needs to be here - if the player is running, we need to
309 * clear this each tick, but new commands are not being received
310 * so execute_newserver_command() is never called
311 */
312 pl->has_hit = 0;
313 }
314 else if (pl->ob->speed_left > pl->ob->speed)
315 pl->ob->speed_left = pl->ob->speed;
316 } 269 }
317} 270}
318 271
319void 272void
320process_events () 273process_events ()
322 process_players1 (); 275 process_players1 ();
323 276
324 for_all_actives (op) 277 for_all_actives (op)
325 { 278 {
326 /* Now process op */ 279 /* Now process op */
327 if (QUERY_FLAG (op, FLAG_FREED)) 280 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
328 { 281 {
329 LOG (llevError, "BUG: process_events(): Free object on list\n"); 282 LOG (llevError, "BUG: process_events(): Free object on list\n");
330 op->set_speed (0); 283 op->set_speed (0);
331 continue; 284 continue;
332 } 285 }
333 286
334 /* I've seen occasional crashes due to this - the object is removed,
335 * and thus the map it points to (last map it was on) may be bogus
336 * The real bug is to try to find out the cause of this - someone
337 * is probably calling remove_ob without either an insert_ob or
338 * free_object afterwards, leaving an object dangling. But I'd
339 * rather log this and continue on instead of crashing.
340 * Don't remove players - when a player quits, the object is in
341 * sort of a limbo, of removed, but something we want to keep
342 * around.
343 */
344 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
345 {
346 LOG (llevError, "BUG: process_events(): Removed object on list\n");
347 char *dump = dump_object (op);
348 LOG (llevError, dump);
349 free (dump);
350 op->destroy ();
351 continue;
352 }
353
354 if (!op->has_active_speed ()) 287 if (expect_false (!op->has_active_speed ()))
355 { 288 {
356 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " 289 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
357 "but is on active list\n", op->debug_desc (), op->speed); 290 "but is on active list\n", op->debug_desc (), op->speed);
358 op->set_speed (0); 291 op->set_speed (0);
359 continue; 292 continue;
360 } 293 }
361 294
362 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 295 if (expect_false (op->flag [FLAG_REMOVED]))
363 { 296 {
364 LOG (llevError, "BUG: process_events(): Object without map or " 297 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
365 "inventory is on active list: %s (%d)\n", &op->name, op->count); 298 op->debug_desc ());
366 op->set_speed (0); 299 op->set_speed (0);
367 continue; 300 continue;
368 } 301 }
369 302
370 /* Animate the object. Bug or feature that anim_speed 303 /* Animate the object. Bug or feature that anim_speed
371 * is based on ticks, and not the creatures speed? 304 * is based on ticks, and not the creatures speed?
372 */ 305 */
373 if (op->anim_speed && op->last_anim >= op->anim_speed) 306 if (op->anim_speed && op->last_anim >= op->anim_speed)
374 { 307 {
375 if ((op->type == PLAYER))
376 animate_object (op, op->facing);
377 else
378 animate_object (op, op->direction); 308 animate_object (op, op->contr ? op->facing : op->direction);
379
380 op->last_anim = 1; 309 op->last_anim = 1;
381 } 310 }
382 else 311 else
383 op->last_anim++; 312 ++op->last_anim;
384 313
385 if (op->speed_left > 0) 314 if (op->speed_left > 0.f)
386 {
387#if 0
388 /* I've seen occasional crashes in move_symptom() with it
389 * crashing because op is removed - add some debugging to
390 * track if it is removed at this point.
391 * This unfortunately is a bit too verbose it seems - not sure
392 * why - I think what happens is a map is freed or something and
393 * some objects get 'lost' - removed never to be reclaimed.
394 * removed objects generally shouldn't exist.
395 */
396 if (QUERY_FLAG (op, FLAG_REMOVED))
397 { 315 {
398 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
399 }
400#endif
401 --op->speed_left; 316 --op->speed_left;
402 process_object (op); 317 process_object (op);
403 318
404 if (op->destroyed ()) 319 if (op->destroyed ())
405 continue; 320 continue;
406 } 321 }
407 322
408 if (settings.casting_time == TRUE && op->casting_time > 0) 323 if (!op->contr)
409 op->casting_time--; 324 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
410
411 if (op->speed_left <= 0)
412 op->speed_left += FABS (op->speed);
413 } 325 }
414 326
415 process_players2 (); 327 process_players2 ();
416} 328}
417 329
431 343
432// send all clients some informational text 344// send all clients some informational text
433static void 345static void
434cleanup_inform (const char *cause, bool make_core) 346cleanup_inform (const char *cause, bool make_core)
435{ 347{
436 int flags = NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN); 348 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
437 349
438 new_draw_info_format (flags, 0, 0, "The server will now shutdown.\n"); 350 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
439 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); 351 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
440 352
441 if (make_core) 353 if (make_core)
442 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n"); 354 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
443 else 355 else
444 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players have been saved.\n"); 356 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
445 357
446 new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); 358 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
447 359
448 flush_sockets (); 360 client::flush_sockets ();
449} 361}
450 362
451/* clean up everything before exiting */ 363/* clean up everything before exiting */
452void 364void
453cleanup (const char *cause, bool make_core) 365cleanup (const char *cause, bool make_core)
476 LOG (llevDebug, "cleanup done.\n"); 388 LOG (llevDebug, "cleanup done.\n");
477 389
478 if (make_core) 390 if (make_core)
479 { 391 {
480 cleanup_inform (cause, make_core); 392 cleanup_inform (cause, make_core);
393 cfperl_cleanup (make_core);
481 _exit (1); 394 _exit (1);
482 } 395 }
483 else 396 else
397 {
398 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
399 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
400 client::flush_sockets ();
401 cfperl_cleanup (make_core);
484 _exit (0); 402 _exit (0);
485}
486
487int
488forbid_play (void)
489{
490#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
491 char buf[MAX_BUF], day[MAX_BUF];
492 FILE *fp;
493 time_t clock;
494 struct tm *tm;
495 int i, start, stop, forbit = 0, comp;
496
497 clock = time (NULL);
498 tm = (struct tm *) localtime (&clock);
499
500 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
501 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
502 return 0;
503
504 while (fgets (buf, MAX_BUF, fp))
505 { 403 }
506 if (buf[0] == '#')
507 continue;
508
509 if (!strncmp (buf, "msg", 3))
510 {
511 if (forbit)
512 while (fgets (buf, MAX_BUF, fp)) /* print message */
513 fputs (buf, logfile);
514 break;
515 }
516 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
517 {
518 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
519 continue;
520 }
521
522 for (i = 0; i < 7; i++)
523 {
524 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
525 forbit = 1;
526 }
527 }
528
529 close_and_delete (fp, comp);
530
531 return forbit;
532#else
533 return 0;
534#endif
535} 404}
536 405
537/* 406/*
538 * do_specials() is a collection of functions to call from time to time. 407 * do_specials() is a collection of functions to call from time to time.
539 * Modified 2000-1-14 MSW to use the global pticks count to determine how 408 * Modified 2000-1-14 MSW to use the global pticks count to determine how
545 * done on the same tick, but that will happen very infrequently 414 * done on the same tick, but that will happen very infrequently
546 * 415 *
547 * I also think this code makes it easier to see how often we really are 416 * I also think this code makes it easier to see how often we really are
548 * doing the various things. 417 * doing the various things.
549 */ 418 */
550
551extern unsigned long todtick;
552
553void 419void
554do_specials (void) 420do_specials (void)
555{ 421{
556 if (!(pticks % PTICKS_PER_CLOCK)) 422 if (expect_false (!(pticks % TICKS_PER_HOUR)))
557 tick_the_clock (); 423 adjust_daylight ();
558 424
559 if (!(pticks % 7)) 425 if (expect_false (!(pticks % 7)))
560 shstr::gc (); 426 shstr::gc ();
561 427
562 if (!(pticks % 2503)) 428 if (expect_false (!(pticks % 2503)))
563 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 429 fix_weight (); /* Hack to fix weightproblems caused by bugs */
564 430
565 if (!(pticks % 5003)) 431 if (expect_false (!(pticks % 5003)))
566 write_book_archive (); 432 write_book_archive ();
567 433
568 if (!(pticks % 5009)) 434 if (expect_false (!(pticks % 5009)))
569 clean_friendly_list (); 435 clean_friendly_list ();
570 436
571 if (!(pticks % 5011)) 437 if (expect_false (!(pticks % 5011)))
572 obsolete_parties (); 438 obsolete_parties ();
573 439
574 if (!(pticks % 12503)) 440 if (expect_false (!(pticks % 12503)))
575 fix_luck (); 441 fix_luck ();
576} 442}
577 443
578void 444void
579server_tick () 445server_tick ()
580{ 446{
581 // first do the user visible stuff 447 // first do the user visible stuff
582 doeric_server ();
583 INVOKE_GLOBAL (CLOCK); 448 INVOKE_GLOBAL (CLOCK);
584 process_events (); /* "do" something with objects with speed */ 449 process_events (); // "do" something with objects with speed
585 flush_sockets (); 450 client::clock (); // draw client maps etc.
586 451
587 // then do some bookkeeping, should not really be here 452 // then do some bookkeeping, should not really be here
588 do_specials (); /* Routines called from time to time. */ 453 do_specials (); /* Routines called from time to time. */
589 attachable::check_mortals (); 454 attachable::check_mortals ();
590 455
591 ++pticks; 456 ++pticks;
592} 457}
593 458
459#if 0
460// used fro benchmarking (x86/amd64-specific)
461typedef unsigned long tval;
462typedef unsigned long long stamp64;
463
464extern inline tval
465stamp (void)
466{
467 tval tsc;
468 asm volatile ("rdtsc":"=a" (tsc)::"edx");
469
470 return tsc;
471}
472
473extern inline tval
474measure (tval t)
475{
476 tval tsc;
477 asm volatile ("rdtsc":"=a" (tsc)::"edx");
478
479 if (tsc > t)
480 return tsc - t;
481 else
482 return t - tsc;
483}
484
594int 485int
595main (int argc, char **argv) 486main (int argc, char **argv)
596{ 487{
488 rand_gen rg(0);
489 tval fastest = 0x7fffffff;
490 for (int loop = 10000; loop--; )
491 {
492 tval s = stamp ();
493 volatile int i = rg.get_int(25);
494 fastest = min (fastest, measure (s));
495 }
496
497 //printf ("fastest %d\n", fastest);
498 for (int i = 0; i < 1024*1024*3; ++i)
499 {
500 char c = rg.get_int (256);
501 write (2, &c, 1);
502 }
503}
504
505#else
506
507// normal main
508int
509main (int argc, char **argv)
510{
597 settings.argc = argc; 511 settings.argc = argc;
598 settings.argv = argv; 512 settings.argv = argv;
599 513
600 init (argc, argv); 514 init (argc, argv);
601 515
602 initPlugins (); 516 initPlugins ();
603 517
604 for (;;) 518 for (;;)
605 cfperl_main (); 519 cfperl_main ();
606} 520}
521#endif
607 522
523#if 0
524int xyzzy ()
525{
526 return rndm(8);
527}
528
529void xyzzy (object_ptr &a, object_ptr &o)
530{
531 asm volatile ("int3");
532 a = o;
533 asm volatile ("int3");
534}
535#endif
536

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