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Comparing deliantra/server/server/main.C (file contents):
Revision 1.66 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.155 by root, Wed Apr 21 06:45:57 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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
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
36#include <sproto.h> 29#include <sproto.h>
37#include <time.h> 30#include <time.h>
31
32#include <glib.h>
38 33
39#include <../random_maps/random_map.h> 34#include <../random_maps/random_map.h>
40#include <../random_maps/rproto.h> 35#include <../random_maps/rproto.h>
41#include "path.h" 36#include "path.h"
42 37
43static char days[7][4] = {
44 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45};
46
47void 38void
48version (object *op) 39version (object *op)
49{ 40{
50 if (op != NULL)
51 clear_win_info (op);
52
53 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION); 41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
54
55/* If in a socket, don't print out the list of authors. It confuses the
56 * crossclient program.
57 */
58 if (op == NULL)
59 return;
60
61 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
62 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
63 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
64 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
65 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
66 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
67 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
68 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
69 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
70 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
71 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
72 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
73 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jxrgensen <jorgens@flipper.pvv.unit.no>");
74 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
75 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
76 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
77 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
78 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
79 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
80 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
81 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
82 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
83 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
84 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
85 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
86 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
87 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
88 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
89 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
90 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
91 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
92 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
93 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
94 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
95 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
96 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
97 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
98 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
99 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
100 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
101 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
102 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
103 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>");
104 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
105
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>");
109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>");
110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
111 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg <maxmc@telia.com>");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113} 42}
114 43
115/* This is a basic little function to put the player back to his 44/* This is a basic little function to put the player back to his
116 * savebed. We do some error checking - its possible that the 45 * savebed. We do some error checking - its possible that the
117 * savebed map may no longer exist, so we make sure the player 46 * savebed map may no longer exist, so we make sure the player
118 * goes someplace. 47 * goes someplace.
119 */ 48 */
120void 49void
121enter_player_savebed (object *op) 50enter_player_savebed (object *op)
122{ 51{
123 object *tmp = object::create (); 52 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
124 EXIT_PATH (tmp) = op->contr->savebed_map;
125 EXIT_X (tmp) = op->contr->bed_x;
126 EXIT_Y (tmp) = op->contr->bed_y;
127 op->enter_exit (tmp);
128 tmp->destroy ();
129} 53}
130 54
131/* 55/*
132 * enter_map(): Moves the player and pets from current map (if any) to 56 * enter_map(): Moves the player and pets from current map (if any) to
133 * new map. map, x, y must be set. map is the map we are moving the 57 * new map. map, x, y must be set. map is the map we are moving the
136 * the function that calls this should figure them out. 60 * the function that calls this should figure them out.
137 */ 61 */
138void 62void
139object::enter_map (maptile *newmap, int x, int y) 63object::enter_map (maptile *newmap, int x, int y)
140{ 64{
141 if (!newmap->load ()) 65 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
142 return; 66 return;
143 67
144 if (out_of_map (newmap, x, y)) 68 if (out_of_map (newmap, x, y))
145 { 69 {
146 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); 70 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
153 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); 77 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
154 return; 78 return;
155 } 79 }
156 } 80 }
157 81
158 if (map) 82 if (contr && map != newmap && map)
159 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) 83 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
160 return; 84 return;
161 85
162 /* If it is a player login, he has yet to be inserted anyplace. 86 // remove, so stupid blocked does not trigger a failure
163 * otherwise, we need to deal with removing the player here.
164 */
165 remove (); 87 remove ();
166 88
167 /* try to find a spot for the player */ 89 /* try to find a spot for the player */
168 if (ob_blocked (this, newmap, x, y)) 90 if (blocked (newmap, x, y))
169 { /* First choice blocked */ 91 { /* First choice blocked */
170 /* We try to find a spot for the player, starting closest in. 92 /* We try to find a spot for the player, starting closest in.
171 * We could use find_first_free_spot, but that doesn't randomize it at all, 93 * We could use find_first_free_spot, but that doesn't randomize it at all,
172 * So for example, if the north space is free, you would always end up there even 94 * So for example, if the north space is free, you would always end up there even
173 * if other spaces around are available. 95 * if other spaces around are available.
174 * Note that for the second and third calls, we could start at a position other 96 * Note that for the second and third calls, we could start at a position other
175 * than one, but then we could end up on the other side of walls and so forth. 97 * than one, but then we could end up on the other side of walls and so forth.
176 */ 98 */
177 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1); 99 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
178 100
179 if (i == -1) 101 if (i < 0)
180 { 102 {
181 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); 103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
182 if (i == -1) 104 if (i < 0)
183 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); 105 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
184 } 106 }
185 107
186 if (i != -1) 108 if (i >= 0)
187 { 109 {
188 x += freearr_x[i]; 110 x += freearr_x[i];
189 y += freearr_y[i]; 111 y += freearr_y[i];
190 } 112 }
191 else 113 else
192 /* not much we can do in this case. */ 114 /* not much we can do in this case. */
193 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); 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);
194 } 116 }
195 117
118 if (contr && map != newmap)
119 {
196 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 120 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
197 return; 121 return;
198 122
199 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) 123 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
200 return; 124 return;
125 }
201 126
202 this->x = x; 127 newmap->insert (this, x, y, 0, INS_NO_WALK_ON);
203 this->y = y;
204 map = newmap;
205 128
206 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
207
208 newmap->timeout = 0;
209 enemy = NULL; 129 enemy = 0;
210 130
211 if (contr) 131 if (contr)
212 { 132 {
213 strcpy (contr->maplevel, newmap->path); 133 contr->maplevel = newmap->path;
214 contr->count = 0; 134 contr->count = 0;
215 } 135 }
216 136
217 /* Update any golems */ 137 /* Update any golems */
218 if (type == PLAYER && contr->ranges[range_golem]) 138 if (type == PLAYER)
219 { 139 if (object *golem = contr->golem)
220 int i = find_free_spot (contr->ranges[range_golem], newmap,
221 x, y, 1, SIZEOFFREE);
222
223 contr->ranges[range_golem]->remove ();
224
225 if (i == -1)
226 { 140 {
227 remove_friendly_object (contr->ranges[range_golem]); 141 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
228 contr->ranges[range_golem]->destroy (); 142
229 contr->ranges[range_golem] = 0; 143 if (i < 0)
230 } 144 golem->drop_and_destroy ();
231 else 145 else
232 {
233 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
234 { 146 {
235 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 147 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
236 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 148 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
237 tmp->map = newmap;
238 } 149 }
239
240 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
241 contr->ranges[range_golem]->direction =
242 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
243 } 150 }
244 }
245
246 direction = 0;
247 151
248 /* since the players map is already loaded, we don't need to worry 152 /* since the players map is already loaded, we don't need to worry
249 * about pending objects. 153 * about pending objects.
250 */ 154 */
251 remove_all_pets (newmap); 155 remove_all_pets (newmap);
259 * is needed after the players have been updated. 163 * is needed after the players have been updated.
260 */ 164 */
261static void 165static void
262process_players1 () 166process_players1 ()
263{ 167{
264 int flag;
265
266 /* Basically, we keep looping until all the players have done their actions. */ 168 /* Basically, we keep looping until all the players have done their actions. */
267 for (flag = 1; flag != 0;) 169 for (int flag = 1; flag != 0;)
268 { 170 {
269 flag = 0; 171 flag = 0;
270 for_all_players (pl) 172 for_all_players (pl)
271 { 173 {
272 pl->refcnt_chk (); 174 pl->refcnt_chk ();
273 175
274 if (!pl->ob || !pl->ns) 176 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
275 continue; 177 continue;
276 178
277 if (pl->ob->speed_left > 0)
278 if (handle_newcs_player (pl->ob)) 179 if (handle_newcs_player (pl->ob))
279 flag = 1; 180 flag = 1;
280
281 /* If the player is not actively playing, don't make a
282 * backup save - nothing to save anyway. Plus, the
283 * map may not longer be valid. This can happen when the
284 * player quits - they exist for purposes of tracking on the map,
285 * but don't actually reside on any actual map.
286 */
287 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
288 continue;
289
290#ifdef AUTOSAVE
291 /* check for ST_PLAYING state so that we don't try to save off when
292 * the player is logging in.
293 */
294 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
295 {
296 pl->ob->contr->save ();
297 pl->last_save_tick = pticks;
298 } 181 }
299#endif 182 }
300 } /* end of for loop for all the players */
301 } /* for flag */
302 183
303 for_all_players (pl) 184 for_all_players (pl)
304 { 185 {
305 if (!pl->ob || !pl->ns) 186 object *ob = pl->ob;
187
188 // process_objects destroys the speed_left value
189 pl->speed_left_save = ob->speed_left;
190
191 if (expect_false (!ob || !pl->ns || !ob->active))
306 continue; 192 continue;
307 193
308 if (settings.casting_time)
309 {
310 if (pl->ob->casting_time > 0)
311 {
312 pl->ob->casting_time--;
313 pl->ob->start_holding = 1;
314 }
315
316 /* set spell_state so we can update the range in stats field */
317 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
318 pl->ob->start_holding = 0;
319 }
320
321 do_some_living (pl->ob); 194 do_some_living (ob);
322 } 195 }
323} 196}
324 197
325static void 198static void
326process_players2 () 199process_players2 ()
327{ 200{
328 /* Then check if any players should use weapon-speed instead of speed */ 201 /* Then check if any players should use weapon-speed instead of speed */
329 for_all_players (pl) 202 for_all_players (pl)
330 { 203 {
331 /* The code that did weapon_sp handling here was out of place - 204 // restore speed_left value saved by process_players1
332 * this isn't called until after the player has finished there
333 * actions, and is thus out of place. All we do here is bounds
334 * checking.
335 */
336 if (pl->has_hit)
337 {
338 if (pl->ob->speed_left > pl->weapon_sp)
339 pl->ob->speed_left = pl->weapon_sp;
340
341 /* This needs to be here - if the player is running, we need to
342 * clear this each tick, but new commands are not being received
343 * so execute_newserver_command() is never called
344 */
345 pl->has_hit = 0;
346 }
347 else if (pl->ob->speed_left > pl->ob->speed)
348 pl->ob->speed_left = pl->ob->speed; 205 pl->ob->speed_left = pl->speed_left_save;
349 }
350}
351 206
352void 207 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
208 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
209 }
210}
211
212static void
353process_events () 213process_events ()
354{ 214{
355 object *op;
356
357 static object_ptr marker_;
358
359 if (!marker_)
360 marker_ = object::create ();
361
362 object *marker = marker_;
363
364 process_players1 (); 215 process_players1 ();
365 216
366 marker->active_next = active_objects; 217 for_all_actives (op)
367
368 if (marker->active_next)
369 marker->active_next->active_prev = marker;
370
371 marker->active_prev = 0;
372 active_objects = marker;
373
374 while (marker->active_next)
375 { 218 {
376 op = marker->active_next; 219 // try to prefetch some stuff we expect to need
220 // obviously, it should be grouped into the same cacheline.
221 // preliminary results indicate that this gives halves the speed
222 // used for the inner loop
223 if (_i < actives.size ()) // HACK, rely on _i :/
224 {
225 object *next = actives [_i + 1];
377 226
378 /* Move marker forward - swap op and marker */ 227 prefetch (&next->flag , 0, 1);
379 op->active_prev = marker->active_prev; 228 prefetch (&next->speed , 0, 1);
380 229 prefetch (&next->anim_speed, 0, 1);
381 if (op->active_prev) 230 prefetch (&next->contr , 0, 1);
382 op->active_prev->active_next = op; 231 }
383 else
384 active_objects = op;
385
386 marker->active_next = op->active_next;
387
388 if (marker->active_next)
389 marker->active_next->active_prev = marker;
390
391 marker->active_prev = op;
392 op->active_next = marker;
393 232
394 /* Now process op */ 233 /* Now process op */
395 if (QUERY_FLAG (op, FLAG_FREED)) 234 if (expect_false (op->flag [FLAG_FREED]))
396 { 235 {
397 LOG (llevError, "BUG: process_events(): Free object on list\n"); 236 LOG (llevError, "BUG: process_events(): Free object on list\n");
398 op->set_speed (0); 237 op->set_speed (0);
399 continue; 238 continue;
400 } 239 }
401 240
402 /* I've seen occasional crashes due to this - the object is removed,
403 * and thus the map it points to (last map it was on) may be bogus
404 * The real bug is to try to find out the cause of this - someone
405 * is probably calling remove_ob without either an insert_ob or
406 * free_object afterwards, leaving an object dangling. But I'd
407 * rather log this and continue on instead of crashing.
408 * Don't remove players - when a player quits, the object is in
409 * sort of a limbo, of removed, but something we want to keep
410 * around.
411 */
412 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
413 {
414 LOG (llevError, "BUG: process_events(): Removed object on list\n");
415 char *dump = dump_object (op);
416 LOG (llevError, dump);
417 free (dump);
418 op->destroy ();
419 continue;
420 }
421
422 if (!op->has_active_speed ()) 241 if (expect_false (!op->has_active_speed ()))
423 { 242 {
424 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " 243 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
425 "but is on active list\n", op->debug_desc (), op->speed); 244 "but is on active list\n", op->debug_desc (), op->speed);
426 op->set_speed (0); 245 op->set_speed (0);
427 continue; 246 continue;
428 } 247 }
429 248
430 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 249 if (expect_false (op->flag [FLAG_REMOVED]))
431 { 250 {
432 LOG (llevError, "BUG: process_events(): Object without map or " 251 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
433 "inventory is on active list: %s (%d)\n", &op->name, op->count); 252 op->debug_desc ());
434 op->set_speed (0); 253 op->set_speed (0);
435 continue; 254 continue;
436 } 255 }
437 256
438 /* Animate the object. Bug or feature that anim_speed 257 /* Animate the object. Bug or feature that anim_speed
439 * is based on ticks, and not the creatures speed? 258 * is based on ticks, and not the creatures speed?
440 */ 259 */
441 if (op->anim_speed && op->last_anim >= op->anim_speed) 260 if (op->anim_speed && op->last_anim >= op->anim_speed)
442 { 261 {
443 if ((op->type == PLAYER))
444 animate_object (op, op->facing);
445 else
446 animate_object (op, op->direction); 262 animate_object (op, op->contr ? op->facing : op->direction);
447
448 op->last_anim = 1; 263 op->last_anim = 1;
449 } 264 }
450 else 265 else
451 op->last_anim++; 266 ++op->last_anim;
452 267
453 if (op->speed_left > 0) 268 if (expect_false (op->speed_left > 0.f))
454 {
455#if 0
456 /* I've seen occasional crashes in move_symptom() with it
457 * crashing because op is removed - add some debugging to
458 * track if it is removed at this point.
459 * This unfortunately is a bit too verbose it seems - not sure
460 * why - I think what happens is a map is freed or something and
461 * some objects get 'lost' - removed never to be reclaimed.
462 * removed objects generally shouldn't exist.
463 */
464 if (QUERY_FLAG (op, FLAG_REMOVED))
465 { 269 {
466 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
467 }
468#endif
469 --op->speed_left; 270 --op->speed_left;
470 process_object (op); 271 process_object (op);
471
472 if (op->destroyed ())
473 continue;
474 } 272 }
475 273
476 if (settings.casting_time == TRUE && op->casting_time > 0) 274 // this will destroy the speed_left value for players, but
477 op->casting_time--; 275 // process_players1 and ..2 save/restore the real value,
478 276 // so we can avoid a costly test here.
479 if (op->speed_left <= 0) 277 op->speed_left = min (op->speed, op->speed_left + op->speed);
480 op->speed_left += FABS (op->speed);
481 } 278 }
482
483 /* Remove marker object from active list */
484 if (marker->active_prev != NULL)
485 marker->active_prev->active_next = NULL;
486 else
487 active_objects = NULL;
488 279
489 process_players2 (); 280 process_players2 ();
490} 281}
491 282
492/* clean up everything before exiting */ 283/* clean up everything before exiting */
493void 284void
494emergency_save () 285emergency_save ()
495{ 286{
496 LOG (llevDebug, "emergency save begin.\n"); 287 LOG (llevDebug, "emergency save begin.\n");
497 288
498 LOG (llevDebug, "saving players.\n");
499 for_all_players (pl)
500 pl->save (1);
501
502// for_all_players (pl)
503// if (pl->ob)
504// pl->ob->remove ();
505
506 LOG (llevDebug, "saving maps.\n");
507 maptile::emergency_save (); 289 cfperl_emergency_save ();
508 290
509 LOG (llevDebug, "saving book archive.\n"); 291 LOG (llevDebug, "saving book archive.\n");
510 write_book_archive (); 292 write_book_archive ();
511 293
512 LOG (llevDebug, "emergency save done.\n"); 294 LOG (llevDebug, "emergency save done.\n");
513} 295}
514 296
297// send all clients some informational text
298static void
299cleanup_inform (const char *cause, bool make_core)
300{
301 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
302
303 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
304 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
305
306 if (make_core)
307 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
308 else
309 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
310
311 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
312
313 client::flush_sockets ();
314}
315
515/* clean up everything before exiting */ 316/* clean up everything before exiting */
516void 317void
517cleanup (bool make_core) 318cleanup (const char *cause, bool make_core)
518{ 319{
320 if (make_core)
321 fork_abort (cause);
322
323 LOG (llevError, "cleanup cause: %s\n", cause);
324
325 if (!make_core)
326 cleanup_inform (cause, make_core);
327
519 LOG (llevDebug, "cleanup begin.\n"); 328 LOG (llevDebug, "cleanup begin.\n");
520 329
521 in_cleanup = true;
522
523 if (init_done && !in_cleanup) 330 if (init_done && !in_cleanup)
331 {
332 in_cleanup = true;
524 emergency_save (); 333 emergency_save ();
334 }
335 else
336 in_cleanup = true;
525 337
526 LOG (llevDebug, "running cleanup handlers.\n"); 338 LOG (llevDebug, "running cleanup handlers.\n");
527 INVOKE_GLOBAL (CLEANUP); 339 INVOKE_GLOBAL (CLEANUP);
528 340
529 LOG (llevDebug, "cleanup done.\n"); 341 LOG (llevDebug, "cleanup done.\n");
530 342
343 log_cleanup ();
344
531 if (make_core) 345 if (make_core)
532 abort (); 346 cleanup_inform (cause, make_core);
533 else 347 else
534 _exit (0);
535}
536
537void
538leave (player *pl, int draw_exit)
539{
540 if (pl)
541 {
542 if (pl->ob->type != DEAD_OBJECT)
543 {
544 /* If a hidden dm dropped connection do not create
545 * inconsistencies by showing that they have left the game
546 */
547 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
548 && draw_exit)
549 {
550 if (pl->ob->map)
551 {
552 INVOKE_PLAYER (LOGOUT, pl);
553 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
554 }
555
556 char buf[MAX_BUF];
557
558 sprintf (buf, "%s left the game.", &pl->ob->name);
559 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
560 }
561
562 pl->ob->remove ();
563 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
564 }
565
566 /* We do this so that the socket handling routine can do the final
567 * cleanup. We also leave that loop to actually handle the freeing
568 * of the data.
569 */
570 if (pl->ns)
571 pl->ns->destroy ();
572
573 } 348 {
574} 349 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
575 350 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
576int 351 client::flush_sockets ();
577forbid_play (void)
578{
579#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
580 char buf[MAX_BUF], day[MAX_BUF];
581 FILE *fp;
582 time_t clock;
583 struct tm *tm;
584 int i, start, stop, forbit = 0, comp;
585
586 clock = time (NULL);
587 tm = (struct tm *) localtime (&clock);
588
589 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
590 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
591 return 0;
592
593 while (fgets (buf, MAX_BUF, fp))
594 { 352 }
595 if (buf[0] == '#')
596 continue;
597 if (!strncmp (buf, "msg", 3))
598 {
599 if (forbit)
600 while (fgets (buf, MAX_BUF, fp)) /* print message */
601 fputs (buf, logfile);
602 break;
603 353
604 } 354 cfperl_cleanup (make_core);
605 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 355 _exit (make_core);
606 {
607 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
608 continue;
609 }
610
611 for (i = 0; i < 7; i++)
612 {
613 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
614 forbit = 1;
615 }
616 }
617
618 close_and_delete (fp, comp);
619
620 return forbit;
621#else
622 return 0;
623#endif
624} 356}
625 357
626/* 358/*
627 * do_specials() is a collection of functions to call from time to time. 359 * do_specials() is a collection of functions to call from time to time.
628 * Modified 2000-1-14 MSW to use the global pticks count to determine how 360 * Modified 2000-1-14 MSW to use the global pticks count to determine how
629 * often to do things. This will allow us to spred them out more often. 361 * often to do things. This will allow us to spred them out more often.
630 * I use prime numbers for the factor count - in that way, it is less likely 362 * I use prime numbers for the factor count - in that way, it is less likely
631 * these actions will fall on the same tick (compared to say using 500/2500/15000 363 * these actions will fall on the same tick (compared to say using 500/2500/15000
632 * which would mean on that 15,000 tick count a whole bunch of stuff gets 364 * which would mean on that 15,000 tick count a whole bunch of stuff gets
634 * done on the same tick, but that will happen very infrequently 366 * done on the same tick, but that will happen very infrequently
635 * 367 *
636 * I also think this code makes it easier to see how often we really are 368 * I also think this code makes it easier to see how often we really are
637 * doing the various things. 369 * doing the various things.
638 */ 370 */
639 371static void
640extern unsigned long todtick;
641
642void
643do_specials (void) 372do_specials ()
644{ 373{
645 if (!(pticks % PTICKS_PER_CLOCK))
646 tick_the_clock ();
647
648 if (!(pticks % 7))
649 shstr::gc (); 374 shstr::gc ();
375 archetype::gc ();
650 376
377 if (expect_false (!(pticks % TICKS_PER_HOUR)))
378 maptile::adjust_daylight ();
379
651 if (!(pticks % 2503)) 380 if (expect_false (!(pticks % 2503)))
652 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 381 fix_weight (); /* Hack to fix weightproblems caused by bugs */
653 382
654 if (!(pticks % 5003)) 383 if (expect_false (!(pticks % 5003)))
655 write_book_archive (); 384 write_book_archive ();
656 385
657 if (!(pticks % 5009)) 386 if (expect_false (!(pticks % 5009)))
658 clean_friendly_list (); 387 clean_friendly_list ();
659 388
660 if (!(pticks % 5011)) 389 if (expect_false (!(pticks % 5011)))
661 obsolete_parties (); 390 obsolete_parties ();
662 391
663 if (!(pticks % 12503)) 392 if (expect_false (!(pticks % 12503)))
664 fix_luck (); 393 fix_luck ();
665} 394}
666 395
667void 396void
668server_tick () 397server_tick ()
669{ 398{
670 // first do the user visible stuff 399 // first do the user visible stuff
671 doeric_server ();
672 INVOKE_GLOBAL (CLOCK); 400 INVOKE_GLOBAL (CLOCK);
673 process_events (); /* "do" something with objects with speed */ 401 process_events (); // "do" something with objects with speed
674 flush_sockets (); 402 client::clock (); // draw client maps etc.
675 403
676 // then do some bookkeeping, should not really be here 404 // then do some bookkeeping, should not really be here
677 do_specials (); /* Routines called from time to time. */ 405 do_specials (); /* Routines called from time to time. */
678 attachable::check_mortals (); 406 attachable::check_mortals ();
679 407
680 ++pticks; 408 ++pticks;
681}
682 409
410 if (object::object_count >= RESTART_COUNT)
411 cleanup ("running out of protocol ID values - need full restart");
412}
413
414// normal main
683int 415int
684main (int argc, char **argv) 416main (int argc, char **argv)
685{ 417{
686 settings.argc = argc; 418 settings.argc = argc;
687 settings.argv = argv; 419 settings.argv = argv;
420
421 rndm.seed (time (0));
422 g_thread_init (0); // for the slice allocator only
688 423
689 init (argc, argv); 424 init (argc, argv);
690
691 initPlugins ();
692 425
693 for (;;) 426 for (;;)
694 cfperl_main (); 427 cfperl_main ();
695
696 cleanup (true);
697} 428}
698 429

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