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Comparing deliantra/server/server/main.C (file contents):
Revision 1.42 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.47 by root, Mon Dec 18 02:35:01 2006 UTC

31# ifdef HAVE_CRYPT_H 31# ifdef HAVE_CRYPT_H
32# include <crypt.h> 32# include <crypt.h>
33# endif 33# endif
34#endif 34#endif
35 35
36#ifndef __CEXTRACT__
37# include <sproto.h> 36#include <sproto.h>
38#endif
39
40#ifdef HAVE_TIME_H
41# include <time.h> 37#include <time.h>
42#endif
43 38
44#include <../random_maps/random_map.h> 39#include <../random_maps/random_map.h>
45#include <../random_maps/rproto.h> 40#include <../random_maps/rproto.h>
46#include "path.h" 41#include "path.h"
47 42
950 945
951 enter_map (op, newmap, op->x, op->y); 946 enter_map (op, newmap, op->x, op->y);
952 } 947 }
953} 948}
954 949
955/*
956 * process_active_maps(): Works like process_events(), but it only
957 * processes maps which a player is on.
958 *
959 */
960
961#if 0 // dead code, schmorp
962void
963process_active_maps ()
964{
965 for (maptile *map = first_map; map != NULL; map = map->next)
966 if (map->in_memory == MAP_IN_MEMORY)
967 if (players_on_map (map, TRUE))
968 process_events (map);
969}
970#endif
971
972/* process_players1 and process_players2 do all the player related stuff. 950/* process_players1 and process_players2 do all the player related stuff.
973 * I moved it out of process events and process_map. This was to some 951 * I moved it out of process events and process_map. This was to some
974 * extent for debugging as well as to get a better idea of the time used 952 * extent for debugging as well as to get a better idea of the time used
975 * by the various functions. process_players1() does the processing before 953 * by the various functions. process_players1() does the processing before
976 * objects have been updated, process_players2() does the processing that 954 * objects have been updated, process_players2() does the processing that
977 * is needed after the players have been updated. 955 * is needed after the players have been updated.
978 */ 956 */
979 957static void
980void
981process_players1 (maptile *map) 958process_players1 ()
982{ 959{
983 int flag; 960 int flag;
984 player *pl, *plnext;
985
986 /* Basically, we keep looping until all the players have done their actions. */ 961 /* Basically, we keep looping until all the players have done their actions. */
987 for (flag = 1; flag != 0;) 962 for (flag = 1; flag != 0;)
988 { 963 {
989 flag = 0; 964 flag = 0;
990 for (pl = first_player; pl != NULL; pl = plnext) 965 for (player *plnext, *pl = first_player; pl; pl = plnext)
991 { 966 {
992 plnext = pl->next; /* In case a player exits the game in handle_player() */ 967 plnext = pl->next; /* In case a player exits the game in handle_player() */
993 968
994 if (pl->ob == NULL) 969 if (!pl->ob)
995 continue;
996
997 if (map != NULL && pl->ob->map != map)
998 continue; 970 continue;
999 971
1000 if (pl->ob->speed_left > 0) 972 if (pl->ob->speed_left > 0)
1001 { 973 {
1002 if (handle_newcs_player (pl->ob)) 974 if (handle_newcs_player (pl->ob))
1016 /* check for ST_PLAYING state so that we don't try to save off when 988 /* check for ST_PLAYING state so that we don't try to save off when
1017 * the player is logging in. 989 * the player is logging in.
1018 */ 990 */
1019 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) 991 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1020 { 992 {
1021 /* Don't save the player on unholy ground. Instead, increase the
1022 * tick time so it will be about 10 seconds before we try and save
1023 * again.
1024 */
1025// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1026// pl->last_save_tick += 100;
1027// } else {
1028 save_player (pl->ob, 1); 993 save_player (pl->ob, 1);
1029 pl->last_save_tick = pticks; 994 pl->last_save_tick = pticks;
1030// }
1031 } 995 }
1032#endif 996#endif
1033 } /* end of for loop for all the players */ 997 } /* end of for loop for all the players */
1034 } /* for flag */ 998 } /* for flag */
999
1035 for (pl = first_player; pl != NULL; pl = pl->next) 1000 for (player *pl = first_player; pl; pl = pl->next)
1036 { 1001 {
1037 if (map != NULL && (pl->ob == NULL || pl->ob->map != map))
1038 continue;
1039 if (settings.casting_time == TRUE) 1002 if (settings.casting_time)
1040 { 1003 {
1041 if (pl->ob->casting_time > 0) 1004 if (pl->ob->casting_time > 0)
1042 { 1005 {
1043 pl->ob->casting_time--; 1006 pl->ob->casting_time--;
1044 pl->ob->start_holding = 1; 1007 pl->ob->start_holding = 1;
1045 } 1008 }
1009
1046 /* set spell_state so we can update the range in stats field */ 1010 /* set spell_state so we can update the range in stats field */
1047 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 1011 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1048 {
1049 pl->ob->start_holding = 0; 1012 pl->ob->start_holding = 0;
1050 } 1013 }
1051 } 1014
1052 do_some_living (pl->ob); 1015 do_some_living (pl->ob);
1053 /* draw(pl->ob); *//* updated in socket code */
1054 } 1016 }
1055} 1017}
1056 1018
1057void 1019static void
1058process_players2 (maptile *map) 1020process_players2 ()
1059{ 1021{
1060 player *pl;
1061
1062 /* Then check if any players should use weapon-speed instead of speed */ 1022 /* Then check if any players should use weapon-speed instead of speed */
1063 for (pl = first_player; pl != NULL; pl = pl->next) 1023 for (player *pl = first_player; pl; pl = pl->next)
1064 { 1024 {
1065 if (map != NULL)
1066 {
1067 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1068 continue;
1069 else if (pl->loading != NULL) /* Player is blocked */
1070 pl->ob->speed_left -= pl->ob->speed;
1071 if (pl->ob->map != map)
1072 continue;
1073 }
1074
1075 /* The code that did weapon_sp handling here was out of place - 1025 /* The code that did weapon_sp handling here was out of place -
1076 * this isn't called until after the player has finished there 1026 * this isn't called until after the player has finished there
1077 * actions, and is thus out of place. All we do here is bounds 1027 * actions, and is thus out of place. All we do here is bounds
1078 * checking. 1028 * checking.
1079 */ 1029 */
1085 /* This needs to be here - if the player is running, we need to 1035 /* This needs to be here - if the player is running, we need to
1086 * clear this each tick, but new commands are not being received 1036 * clear this each tick, but new commands are not being received
1087 * so execute_newserver_command() is never called 1037 * so execute_newserver_command() is never called
1088 */ 1038 */
1089 pl->has_hit = 0; 1039 pl->has_hit = 0;
1090
1091 } 1040 }
1092 else if (pl->ob->speed_left > pl->ob->speed) 1041 else if (pl->ob->speed_left > pl->ob->speed)
1093 pl->ob->speed_left = pl->ob->speed; 1042 pl->ob->speed_left = pl->ob->speed;
1094 } 1043 }
1095} 1044}
1096 1045
1097void 1046void
1098process_events (maptile *map) 1047process_events ()
1099{ 1048{
1100 object *op; 1049 object *op;
1101 1050
1102 static object *marker; 1051 static object *marker;
1103 1052
1104 if (!marker) 1053 if (!marker)
1105 marker = object::create (); 1054 marker = object::create ();
1106 1055
1107 process_players1 (map); 1056 process_players1 ();
1108 1057
1109 marker->active_next = active_objects; 1058 marker->active_next = active_objects;
1110 1059
1111 if (marker->active_next) 1060 if (marker->active_next)
1112 marker->active_next->active_prev = marker; 1061 marker->active_next->active_prev = marker;
1163 continue; 1112 continue;
1164 } 1113 }
1165 1114
1166 if (!op->speed) 1115 if (!op->speed)
1167 { 1116 {
1168 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 1117 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1118 "but is on active list\n", &op->arch->name);
1169 update_ob_speed (op); 1119 update_ob_speed (op);
1170 continue; 1120 continue;
1171 } 1121 }
1172 1122
1173 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 1123 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1174 { 1124 {
1175 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 1125 LOG (llevError, "BUG: process_events(): Object without map or "
1126 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1176 op->speed = 0; 1127 op->speed = 0;
1177 update_ob_speed (op); 1128 update_ob_speed (op);
1178 continue; 1129 continue;
1179 } 1130 }
1180 1131
1181 if (map != NULL && op->map != map)
1182 continue;
1183
1184 /* Animate the object. Bug of feature that andim_speed 1132 /* Animate the object. Bug or feature that anim_speed
1185 * is based on ticks, and not the creatures speed? 1133 * is based on ticks, and not the creatures speed?
1186 */ 1134 */
1187 if (op->anim_speed && op->last_anim >= op->anim_speed) 1135 if (op->anim_speed && op->last_anim >= op->anim_speed)
1188 { 1136 {
1189 if ((op->type == PLAYER) || (op->type == MONSTER)) 1137 if ((op->type == PLAYER) || (op->type == MONSTER))
1230 if (marker->active_prev != NULL) 1178 if (marker->active_prev != NULL)
1231 marker->active_prev->active_next = NULL; 1179 marker->active_prev->active_next = NULL;
1232 else 1180 else
1233 active_objects = NULL; 1181 active_objects = NULL;
1234 1182
1235 process_players2 (map); 1183 process_players2 ();
1236} 1184}
1237 1185
1238void 1186void
1239clean_tmp_files (void) 1187clean_tmp_files (void)
1240{ 1188{
1244 1192
1245 /* We save the maps - it may not be intuitive why, but if there are unique 1193 /* We save the maps - it may not be intuitive why, but if there are unique
1246 * items, we need to save the map so they get saved off. Perhaps we should 1194 * items, we need to save the map so they get saved off. Perhaps we should
1247 * just make a special function that only saves the unique items. 1195 * just make a special function that only saves the unique items.
1248 */ 1196 */
1249 for (m = first_map; m != NULL; m = next) 1197 for (m = first_map; m; m = next)
1250 { 1198 {
1251 next = m->next; 1199 next = m->next;
1200
1252 if (m->in_memory == MAP_IN_MEMORY) 1201 if (m->in_memory == MAP_IN_MEMORY)
1253 { 1202 {
1254 /* If we want to reuse the temp maps, swap it out (note that will also 1203 /* If we want to reuse the temp maps, swap it out (note that will also
1255 * update the log file. Otherwise, save the map (mostly for unique item 1204 * update the log file.
1256 * stuff). Note that the clean_tmp_map is called after the end of
1257 * the for loop but is in the #else bracket. IF we are recycling the maps,
1258 * we certainly don't want the temp maps removed.
1259 */ 1205 */
1260 1206
1261 /* XXX The above comment is dead wrong */
1262 if (settings.recycle_tmp_maps == TRUE)
1263 swap_map (m); 1207 swap_map (m);
1264 else
1265 {
1266 new_save_map (m, 0); /* note we save here into a overlay map */
1267 clean_tmp_map (m);
1268 } 1208 }
1269 }
1270 } 1209 }
1210
1271 write_todclock (); /* lets just write the clock here */ 1211 write_todclock (); /* lets just write the clock here */
1272} 1212}
1273 1213
1274/* clean up everything before exiting */ 1214/* clean up everything before exiting */
1275void 1215void
1301 * cleanup. We also leave that loop to actually handle the freeing 1241 * cleanup. We also leave that loop to actually handle the freeing
1302 * of the data. 1242 * of the data.
1303 */ 1243 */
1304 if (pl->ob->type != DEAD_OBJECT) 1244 if (pl->ob->type != DEAD_OBJECT)
1305 { 1245 {
1306 pl->socket.status = Ns_Dead; 1246 pl->socket->status = Ns_Dead;
1307 1247
1308 /* If a hidden dm dropped connection do not create 1248 /* If a hidden dm dropped connection do not create
1309 * inconsistencies by showing that they have left the game 1249 * inconsistencies by showing that they have left the game
1310 */ 1250 */
1311 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden) 1251 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1312 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) 1252 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1313 { 1253 {
1314 if (pl->ob->map) 1254 if (pl->ob->map)
1315 { 1255 {
1316 INVOKE_PLAYER (LOGOUT, pl); 1256 INVOKE_PLAYER (LOGOUT, pl);
1317 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host); 1257 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1318 } 1258 }
1319 1259
1320 char buf[MAX_BUF]; 1260 char buf[MAX_BUF];
1321 1261
1322 sprintf (buf, "%s left the game.", &pl->ob->name); 1262 sprintf (buf, "%s left the game.", &pl->ob->name);
1398extern unsigned long todtick; 1338extern unsigned long todtick;
1399 1339
1400void 1340void
1401do_specials (void) 1341do_specials (void)
1402{ 1342{
1403
1404#ifdef WATCHDOG
1405 if (!(pticks % 503))
1406 watchdog ();
1407#endif
1408
1409 if (!(pticks % PTICKS_PER_CLOCK)) 1343 if (!(pticks % PTICKS_PER_CLOCK))
1410 tick_the_clock (); 1344 tick_the_clock ();
1411 1345
1412 if (!(pticks % 7)) 1346 if (!(pticks % 7))
1413 shstr::gc (); 1347 shstr::gc ();
1434void 1368void
1435server_tick () 1369server_tick ()
1436{ 1370{
1437 nroferrors = 0; 1371 nroferrors = 0;
1438 1372
1373 // first do the user visible stuff
1439 doeric_server (); 1374 doeric_server ();
1440 INVOKE_GLOBAL (CLOCK); 1375 INVOKE_GLOBAL (CLOCK);
1441 process_events (NULL); /* "do" something with objects with speed */ 1376 process_events (); /* "do" something with objects with speed */
1442 flush_sockets (); 1377 flush_sockets ();
1378
1379 // then do some bookkeeping, should not really be here
1443 check_active_maps (); /* Removes unused maps after a certain timeout */ 1380 check_active_maps (); /* Removes unused maps after a certain timeout */
1444 do_specials (); /* Routines called from time to time. */ 1381 do_specials (); /* Routines called from time to time. */
1445 object::free_mortals (); 1382 object::free_mortals ();
1446 1383
1447 ++pticks; 1384 ++pticks;

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