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Comparing deliantra/server/server/main.C (file contents):
Revision 1.145 by root, Sun Nov 29 09:41:28 2009 UTC vs.
Revision 1.179 by root, Sat Nov 17 23:33:18 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 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 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * 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 Affero GNU General Public License 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 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
29#include <sproto.h> 29#include <sproto.h>
30#include <time.h> 30#include <time.h>
31 31
32#include <glib.h> 32#include <glib.h>
33 33
34#include <../random_maps/random_map.h> 34#include <rmg.h>
35#include <../random_maps/rproto.h> 35#include <rproto.h>
36#include "path.h" 36#include "path.h"
37 37
38void 38void
39version (object *op) 39version (object *op)
40{ 40{
41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION); 41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
42} 42}
43 43
44/* 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
45 * savebed. We do some error checking - its possible that the 45 * savebed.
46 * savebed map may no longer exist, so we make sure the player
47 * goes someplace.
48 */ 46 */
49void 47void
50enter_player_savebed (object *op) 48enter_player_savebed (object *op)
51{ 49{
52 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y); 50 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
57 * new map. map, x, y must be set. map is the map we are moving the 55 * new map. map, x, y must be set. map is the map we are moving the
58 * player to - it could be the map he just came from if the load failed for 56 * player to - it could be the map he just came from if the load failed for
59 * whatever reason. If default map coordinates are to be used, then 57 * whatever reason. If default map coordinates are to be used, then
60 * the function that calls this should figure them out. 58 * the function that calls this should figure them out.
61 */ 59 */
62void 60bool
63object::enter_map (maptile *newmap, int x, int y) 61object::enter_map (maptile *newmap, int x, int y)
64{ 62{
65 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE) 63 if (destroyed () || !newmap || !newmap->linkable ())
66 return; 64 return false;
67 65
68 if (out_of_map (newmap, x, y)) 66 if (out_of_map (newmap, x, y))
69 { 67 {
70 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); 68 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
71 x = newmap->enter_x; 69 x = newmap->enter_x;
73 if (out_of_map (newmap, x, y)) 71 if (out_of_map (newmap, x, y))
74 { 72 {
75 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 73 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
76 &newmap->path, x, y, newmap->width, newmap->height); 74 &newmap->path, x, y, newmap->width, newmap->height);
77 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); 75 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
78 return; 76 return false;
79 } 77 }
80 } 78 }
81 79
82 if (contr && map != newmap && map) 80 if (contr && map != newmap && map)
83 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) 81 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
84 return; 82 return false;
85 83
86 // remove, so stupid ob_locked does not trigger a failure 84 // remove, so stupid blocked does not trigger a failure
87 remove (); 85 remove ();
88 86
89 /* try to find a spot for the player */ 87 /* try to find a spot for the player */
90 if (blocked (newmap, x, y)) 88 if (blocked (newmap, x, y))
91 { /* First choice blocked */ 89 { /* First choice blocked */
96 * Note that for the second and third calls, we could start at a position other 94 * Note that for the second and third calls, we could start at a position other
97 * than one, but then we could end up on the other side of walls and so forth. 95 * than one, but then we could end up on the other side of walls and so forth.
98 */ 96 */
99 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1); 97 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
100 98
101 if (i == -1) 99 if (i < 0)
102 { 100 {
103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); 101 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
104 if (i == -1) 102 if (i < 0)
105 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); 103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
106 } 104 }
107 105
108 if (i != -1) 106 if (i >= 0)
107 {
108 maptile *m = newmap;
109 sint16 nx = x + DIRX (i);
110 sint16 ny = y + DIRY (i);
111
112 if (xy_normalise (m, nx, ny))
109 { 113 {
110 x += freearr_x[i]; 114 newmap = m;
111 y += freearr_y[i]; 115 x = nx;
116 y = ny;
117 }
112 } 118 }
113 else 119 else
114 /* not much we can do in this case. */ 120 /* not much we can do in this case. */
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); 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);
116 } 122 }
117 123
118 if (contr && map != newmap) 124 if (contr && map != newmap)
119 { 125 {
120 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 126 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
121 return; 127 return false;
122 128
123 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) 129 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
124 return; 130 return false;
125 } 131 }
126
127 this->x = x;
128 this->y = y;
129 map = newmap;
130
131 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
132 132
133 enemy = 0; 133 enemy = 0;
134 134
135 newmap->activate (); // workaround for activate activating everyhing on the map, includign the palyer on the {link} map
136 //newmap->insert (this, x, y);
137 newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
138 prefetch_surrounding_maps ();
139
140 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
141 {
135 if (contr) 142 if (contr)
136 { 143 {
137 contr->maplevel = newmap->path; 144 contr->maplevel = newmap->path;
138 contr->count = 0; 145 contr->count = 0;
139 }
140 146
141 /* Update any golems */ 147 /* Update any golems */
142 if (type == PLAYER)
143 if (object *golem = contr->golem) 148 if (object *golem = contr->golem)
144 { 149 {
145 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE); 150 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
146 151
147 if (i < 0) 152 if (i < 0)
148 golem->drop_and_destroy (); 153 golem->drop_and_destroy ();
149 else 154 else
150 { 155 {
151 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]); 156 newmap->insert (golem, x + DIRX (i), y + DIRY (i));
152 golem->direction = find_dir_2 (x - golem->x, y - golem->y); 157 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
158 }
153 } 159 }
154 } 160 }
155 161
156 /* since the players map is already loaded, we don't need to worry 162 /* since the players map is already loaded, we don't need to worry
157 * about pending objects. 163 * about pending objects.
158 */ 164 */
159 remove_all_pets (newmap); 165 move_all_pets ();
166
167 return true;
168 }
169
170 return false;
160} 171}
161 172
162/* process_players1 and process_players2 do all the player related stuff. 173/* process_players1 and process_players2 do all the player related stuff.
163 * I moved it out of process events and process_map. This was to some 174 * I moved it out of process events and process_map. This was to some
164 * extent for debugging as well as to get a better idea of the time used 175 * extent for debugging as well as to get a better idea of the time used
226 // used for the inner loop 237 // used for the inner loop
227 if (_i < actives.size ()) // HACK, rely on _i :/ 238 if (_i < actives.size ()) // HACK, rely on _i :/
228 { 239 {
229 object *next = actives [_i + 1]; 240 object *next = actives [_i + 1];
230 241
231 prefetch (&next->flag , 0, 1); 242 ecb_prefetch (&next->flag , 0, 1);
232 prefetch (&next->speed , 0, 1); 243 ecb_prefetch (&next->speed , 0, 1);
233 prefetch (&next->anim_speed, 0, 1); 244 ecb_prefetch (&next->anim_speed, 0, 1);
234 prefetch (&next->contr , 0, 1); 245 ecb_prefetch (&next->contr , 0, 1);
235 } 246 }
236 247
237 /* Now process op */ 248 /* Now process op */
238 if (expect_false (QUERY_FLAG (op, FLAG_FREED))) 249 if (expect_false (op->flag [FLAG_FREED]))
239 { 250 {
240 LOG (llevError, "BUG: process_events(): Free object on list\n"); 251 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
241 op->set_speed (0); 252 op->set_speed (0);
242 continue; 253 continue;
243 } 254 }
244 255
245 if (expect_false (!op->has_active_speed ())) 256 if (expect_false (!op->has_active_speed ()))
256 op->debug_desc ()); 267 op->debug_desc ());
257 op->set_speed (0); 268 op->set_speed (0);
258 continue; 269 continue;
259 } 270 }
260 271
261 //TODO: remove soon
262 if (expect_false (op->speed < 0.))
263 {
264 LOG (llevError, "BUG: process_events(): Object %s has negative speed (%f), "
265 "but is on active list\n", op->debug_desc (), op->speed);
266 op->speed = -op->speed;
267 continue;
268 }
269
270 /* Animate the object. Bug or feature that anim_speed 272 /* Animate the object. Bug or feature that anim_speed
271 * is based on ticks, and not the creatures speed? 273 * is based on ticks, and not the creatures speed?
272 */ 274 */
273 if (op->anim_speed && op->last_anim >= op->anim_speed) 275 if (op->anim_speed && op->last_anim >= op->anim_speed)
274 { 276 {
295 297
296/* clean up everything before exiting */ 298/* clean up everything before exiting */
297void 299void
298emergency_save () 300emergency_save ()
299{ 301{
300 LOG (llevDebug, "emergency save begin.\n"); 302 LOG (llevInfo, "emergency_save: enter\n");
303
304 LOG (llevInfo, "emergency_save: saving book archive\n");
305 write_book_archive ();
301 306
302 cfperl_emergency_save (); 307 cfperl_emergency_save ();
303 308
304 LOG (llevDebug, "saving book archive.\n");
305 write_book_archive ();
306
307 LOG (llevDebug, "emergency save done.\n"); 309 LOG (llevInfo, "emergency_save: leave\n");
308} 310}
309 311
310// send all clients some informational text 312// send all clients some informational text
311static void 313static void
312cleanup_inform (const char *cause, bool make_core) 314cleanup_inform (const char *cause, bool make_core)
331cleanup (const char *cause, bool make_core) 333cleanup (const char *cause, bool make_core)
332{ 334{
333 if (make_core) 335 if (make_core)
334 fork_abort (cause); 336 fork_abort (cause);
335 337
336 LOG (llevError, "cleanup cause: %s\n", cause); 338 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
337 339
338 if (!make_core) 340 if (!make_core)
339 cleanup_inform (cause, make_core); 341 cleanup_inform (cause, make_core);
340 342
341 LOG (llevDebug, "cleanup begin.\n"); 343 LOG (llevDebug, "cleanup begin.\n");
368 _exit (make_core); 370 _exit (make_core);
369} 371}
370 372
371/* 373/*
372 * do_specials() is a collection of functions to call from time to time. 374 * do_specials() is a collection of functions to call from time to time.
373 * Modified 2000-1-14 MSW to use the global pticks count to determine how 375 * Modified 2000-1-14 MSW to use the global server_tick count to determine how
374 * often to do things. This will allow us to spred them out more often. 376 * often to do things. This will allow us to spred them out more often.
375 * I use prime numbers for the factor count - in that way, it is less likely 377 * I use prime numbers for the factor count - in that way, it is less likely
376 * these actions will fall on the same tick (compared to say using 500/2500/15000 378 * these actions will fall on the same tick (compared to say using 500/2500/15000
377 * which would mean on that 15,000 tick count a whole bunch of stuff gets 379 * which would mean on that 15,000 tick count a whole bunch of stuff gets
378 * done). Of course, there can still be times where multiple specials are 380 * done). Of course, there can still be times where multiple specials are
380 * 382 *
381 * I also think this code makes it easier to see how often we really are 383 * I also think this code makes it easier to see how often we really are
382 * doing the various things. 384 * doing the various things.
383 */ 385 */
384static void 386static void
385do_specials (void) 387do_specials ()
386{ 388{
387 shstr::gc (); 389 shstr::gc ();
388 archetype::gc (); 390 archetype::gc ();
389 391
390 if (expect_false (!(pticks % TICKS_PER_HOUR))) 392 if (expect_false (!(server_tick % TICKS_PER_HOUR)))
391 maptile::adjust_daylight (); 393 maptile::adjust_daylight ();
392 394
393 if (expect_false (!(pticks % 2503))) 395 if (expect_false (!(server_tick % 2503)))
394 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 396 fix_weight (); /* Hack to fix weightproblems caused by bugs */
395 397
396 if (expect_false (!(pticks % 5003))) 398 if (expect_false (!(server_tick % 5003)))
397 write_book_archive (); 399 write_book_archive ();
398 400
399 if (expect_false (!(pticks % 5009))) 401 if (expect_false (!(server_tick % 5009)))
400 clean_friendly_list (); 402 clean_friendly_list ();
401 403
402 if (expect_false (!(pticks % 5011))) 404 if (expect_false (!(server_tick % 5011)))
403 obsolete_parties (); 405 obsolete_parties ();
404 406
405 if (expect_false (!(pticks % 12503))) 407 if (expect_false (!(server_tick % 12503)))
406 fix_luck (); 408 fix_luck ();
407} 409}
408 410
409void 411void
410server_tick () 412one_tick ()
411{ 413{
412 // first do the user visible stuff 414 // first do the user visible stuff
413 INVOKE_GLOBAL (CLOCK); 415 INVOKE_GLOBAL (CLOCK);
414 process_events (); // "do" something with objects with speed 416 process_events (); // "do" something with objects with speed
415 client::clock (); // draw client maps etc. 417 client::clock (); // draw client maps etc.
416 418
417 // then do some bookkeeping, should not really be here 419 // then do some bookkeeping, should not really be here
418 do_specials (); /* Routines called from time to time. */ 420 do_specials (); /* Routines called from time to time. */
419 attachable::check_mortals (); 421 attachable::check_mortals ();
420 422
421 ++pticks; 423 // now that we aggressively reuse id's, this is very unlikely to happen...
424 if (object::object_count >= RESTART_COUNT)
425 cleanup ("running out of protocol ID values - need full restart");
422} 426}
423 427
424// normal main 428// normal main
425int 429int
426main (int argc, char **argv) 430main (int argc, char **argv)
427{ 431{
428 settings.argc = argc; 432 settings.argc = argc;
429 settings.argv = argv; 433 settings.argv = argv;
434
435 rndm.seed (time (0));
436
437 // temporary(?) testing hack
438 if (argc >= 2 && !strcmp (argv [1], "--noise"))
439 {
440 void noise_test ();
441 noise_test ();
442 exit (0);
443 }
444
445#if 0
446 // code sometiems used for timing benchmarks
447 random_number_generator<freeciv_random_generator> rng;
448 rng.seed(0);
449 for (int i = 0; i < 10; ++i)
450 printf ("%08x\n", rng.get_u32());
451 for (int i = 0; i < 1000000; ++i)
452 volatile int r = rng.get_u32 ();
453 cstamp s = stamp ();
454 for (int i = 0; i < 1000000; ++i)
455 volatile int r = rng.next ();
456 printf ("c %d\n", (int)measure (s));
457 exit (0);
458#endif
430 459
431 rndm.seed (time (0));
432 g_thread_init (0); // for the slice allocator only
433
434 init (argc, argv); 460 init (argc, argv);
435 461
436 for (;;) 462 for (;;)
437 cfperl_main (); 463 cfperl_main ();
438} 464}

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