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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 1.49 by root, Wed Dec 20 09:14:22 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
472 rp.origin_y = exit_ob->y; 467 rp.origin_y = exit_ob->y;
473 strcpy (rp.origin_map, pl->map->path); 468 strcpy (rp.origin_map, pl->map->path);
474 469
475 /* If we have a final_map, use it as a base name to give some clue 470 /* If we have a final_map, use it as a base name to give some clue
476 * as where the player is. Otherwise, use the origin map. 471 * as where the player is. Otherwise, use the origin map.
477 * Take the last component (after the last slash) to give
478 * shorter names without bogus slashes.
479 */ 472 */
480 if (rp.final_map[0]) 473 sprintf (newmap_name, "/random%s+%04d",
481 { 474 *rp.final_map ? rp.final_map : rp.origin_map,
482 cp = strrchr (rp.final_map, '/'); 475 reference_number++);
483 if (!cp)
484 cp = rp.final_map;
485 }
486 else
487 {
488 char buf[HUGE_BUF];
489
490 cp = strrchr (rp.origin_map, '/');
491 if (!cp)
492 cp = rp.origin_map;
493 /* Need to strip of any trailing digits, if it has them */
494 strcpy (buf, cp);
495 while (isdigit (buf[strlen (buf) - 1]))
496 buf[strlen (buf) - 1] = 0;
497 cp = buf;
498 }
499
500 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
501 476
502 /* now to generate the actual map. */ 477 /* now to generate the actual map. */
503 new_map = generate_random_map (newmap_name, &rp); 478 new_map = generate_random_map (newmap_name, &rp);
504 479
505 /* Update the exit_ob so it now points directly at the newly created 480 /* Update the exit_ob so it now points directly at the newly created
950 925
951 enter_map (op, newmap, op->x, op->y); 926 enter_map (op, newmap, op->x, op->y);
952 } 927 }
953} 928}
954 929
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. 930/* 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 931 * 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 932 * 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 933 * by the various functions. process_players1() does the processing before
976 * objects have been updated, process_players2() does the processing that 934 * objects have been updated, process_players2() does the processing that
977 * is needed after the players have been updated. 935 * is needed after the players have been updated.
978 */ 936 */
979 937static void
980void
981process_players1 (maptile *map) 938process_players1 ()
982{ 939{
983 int flag; 940 int flag;
984 player *pl, *plnext;
985
986 /* Basically, we keep looping until all the players have done their actions. */ 941 /* Basically, we keep looping until all the players have done their actions. */
987 for (flag = 1; flag != 0;) 942 for (flag = 1; flag != 0;)
988 { 943 {
989 flag = 0; 944 flag = 0;
990 for (pl = first_player; pl != NULL; pl = plnext) 945 for (player *plnext, *pl = first_player; pl; pl = plnext)
991 { 946 {
992 plnext = pl->next; /* In case a player exits the game in handle_player() */ 947 plnext = pl->next; /* In case a player exits the game in handle_player() */
993 948
994 if (pl->ob == NULL) 949 if (!pl->ob)
995 continue;
996
997 if (map != NULL && pl->ob->map != map)
998 continue; 950 continue;
999 951
1000 if (pl->ob->speed_left > 0) 952 if (pl->ob->speed_left > 0)
1001 { 953 {
1002 if (handle_newcs_player (pl->ob)) 954 if (handle_newcs_player (pl->ob))
1016 /* check for ST_PLAYING state so that we don't try to save off when 968 /* check for ST_PLAYING state so that we don't try to save off when
1017 * the player is logging in. 969 * the player is logging in.
1018 */ 970 */
1019 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) 971 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1020 { 972 {
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); 973 save_player (pl->ob, 1);
1029 pl->last_save_tick = pticks; 974 pl->last_save_tick = pticks;
1030// }
1031 } 975 }
1032#endif 976#endif
1033 } /* end of for loop for all the players */ 977 } /* end of for loop for all the players */
1034 } /* for flag */ 978 } /* for flag */
979
1035 for (pl = first_player; pl != NULL; pl = pl->next) 980 for (player *pl = first_player; pl; pl = pl->next)
1036 { 981 {
1037 if (map != NULL && (pl->ob == NULL || pl->ob->map != map))
1038 continue;
1039 if (settings.casting_time == TRUE) 982 if (settings.casting_time)
1040 { 983 {
1041 if (pl->ob->casting_time > 0) 984 if (pl->ob->casting_time > 0)
1042 { 985 {
1043 pl->ob->casting_time--; 986 pl->ob->casting_time--;
1044 pl->ob->start_holding = 1; 987 pl->ob->start_holding = 1;
1045 } 988 }
989
1046 /* set spell_state so we can update the range in stats field */ 990 /* set spell_state so we can update the range in stats field */
1047 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 991 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1048 {
1049 pl->ob->start_holding = 0; 992 pl->ob->start_holding = 0;
1050 } 993 }
1051 } 994
1052 do_some_living (pl->ob); 995 do_some_living (pl->ob);
1053 /* draw(pl->ob); *//* updated in socket code */
1054 } 996 }
1055} 997}
1056 998
1057void 999static void
1058process_players2 (maptile *map) 1000process_players2 ()
1059{ 1001{
1060 player *pl;
1061
1062 /* Then check if any players should use weapon-speed instead of speed */ 1002 /* Then check if any players should use weapon-speed instead of speed */
1063 for (pl = first_player; pl != NULL; pl = pl->next) 1003 for (player *pl = first_player; pl; pl = pl->next)
1064 { 1004 {
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 - 1005 /* The code that did weapon_sp handling here was out of place -
1076 * this isn't called until after the player has finished there 1006 * 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 1007 * actions, and is thus out of place. All we do here is bounds
1078 * checking. 1008 * checking.
1079 */ 1009 */
1085 /* This needs to be here - if the player is running, we need to 1015 /* 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 1016 * clear this each tick, but new commands are not being received
1087 * so execute_newserver_command() is never called 1017 * so execute_newserver_command() is never called
1088 */ 1018 */
1089 pl->has_hit = 0; 1019 pl->has_hit = 0;
1090
1091 } 1020 }
1092 else if (pl->ob->speed_left > pl->ob->speed) 1021 else if (pl->ob->speed_left > pl->ob->speed)
1093 pl->ob->speed_left = pl->ob->speed; 1022 pl->ob->speed_left = pl->ob->speed;
1094 } 1023 }
1095} 1024}
1096 1025
1097void 1026void
1098process_events (maptile *map) 1027process_events ()
1099{ 1028{
1100 object *op; 1029 object *op;
1101 1030
1102 static object *marker; 1031 static object *marker;
1103 1032
1104 if (!marker) 1033 if (!marker)
1105 marker = object::create (); 1034 marker = object::create ();
1106 1035
1107 process_players1 (map); 1036 process_players1 ();
1108 1037
1109 marker->active_next = active_objects; 1038 marker->active_next = active_objects;
1110 1039
1111 if (marker->active_next) 1040 if (marker->active_next)
1112 marker->active_next->active_prev = marker; 1041 marker->active_next->active_prev = marker;
1163 continue; 1092 continue;
1164 } 1093 }
1165 1094
1166 if (!op->speed) 1095 if (!op->speed)
1167 { 1096 {
1168 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 1097 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1098 "but is on active list\n", &op->arch->name);
1169 update_ob_speed (op); 1099 update_ob_speed (op);
1170 continue; 1100 continue;
1171 } 1101 }
1172 1102
1173 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 1103 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1174 { 1104 {
1175 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 1105 LOG (llevError, "BUG: process_events(): Object without map or "
1106 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1176 op->speed = 0; 1107 op->speed = 0;
1177 update_ob_speed (op); 1108 update_ob_speed (op);
1178 continue; 1109 continue;
1179 } 1110 }
1180 1111
1181 if (map != NULL && op->map != map)
1182 continue;
1183
1184 /* Animate the object. Bug of feature that andim_speed 1112 /* Animate the object. Bug or feature that anim_speed
1185 * is based on ticks, and not the creatures speed? 1113 * is based on ticks, and not the creatures speed?
1186 */ 1114 */
1187 if (op->anim_speed && op->last_anim >= op->anim_speed) 1115 if (op->anim_speed && op->last_anim >= op->anim_speed)
1188 { 1116 {
1189 if ((op->type == PLAYER) || (op->type == MONSTER)) 1117 if ((op->type == PLAYER) || (op->type == MONSTER))
1230 if (marker->active_prev != NULL) 1158 if (marker->active_prev != NULL)
1231 marker->active_prev->active_next = NULL; 1159 marker->active_prev->active_next = NULL;
1232 else 1160 else
1233 active_objects = NULL; 1161 active_objects = NULL;
1234 1162
1235 process_players2 (map); 1163 process_players2 ();
1236} 1164}
1237 1165
1238void 1166void
1239clean_tmp_files (void) 1167clean_tmp_files (void)
1240{ 1168{
1244 1172
1245 /* We save the maps - it may not be intuitive why, but if there are unique 1173 /* 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 1174 * 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. 1175 * just make a special function that only saves the unique items.
1248 */ 1176 */
1249 for (m = first_map; m != NULL; m = next) 1177 for (m = first_map; m; m = next)
1250 { 1178 {
1251 next = m->next; 1179 next = m->next;
1180
1252 if (m->in_memory == MAP_IN_MEMORY) 1181 if (m->in_memory == MAP_IN_MEMORY)
1253 { 1182 {
1254 /* If we want to reuse the temp maps, swap it out (note that will also 1183 /* 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 1184 * 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 */ 1185 */
1260 1186
1261 /* XXX The above comment is dead wrong */
1262 if (settings.recycle_tmp_maps == TRUE)
1263 swap_map (m); 1187 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 } 1188 }
1269 }
1270 } 1189 }
1190
1271 write_todclock (); /* lets just write the clock here */ 1191 write_todclock (); /* lets just write the clock here */
1272} 1192}
1273 1193
1274/* clean up everything before exiting */ 1194/* clean up everything before exiting */
1275void 1195void
1276cleanup (void) 1196cleanup (bool make_core)
1277{ 1197{
1278 LOG (llevDebug, "Cleanup called.\n"); 1198 LOG (llevDebug, "Cleanup called.\n");
1279 1199
1200 if (init_done)
1201 {
1280 for (player *pl = first_player; pl != NULL; pl = pl->next) 1202 for (player *pl = first_player; pl != NULL; pl = pl->next)
1281 save_player (pl->ob, 0); 1203 save_player (pl->ob, 0);
1282 1204
1283 for (player *pl = first_player; pl != NULL; pl = pl->next) 1205 for (player *pl = first_player; pl != NULL; pl = pl->next)
1284 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 1206 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1285 leave_map (pl->ob); 1207 leave_map (pl->ob);
1286 1208
1287 clean_tmp_files (); 1209 clean_tmp_files ();
1288 write_book_archive (); 1210 write_book_archive ();
1289 1211
1290 INVOKE_GLOBAL (CLEANUP); 1212 INVOKE_GLOBAL (CLEANUP);
1213 }
1291 1214
1215 if (make_core)
1216 abort ();
1217 else
1292 _exit (0); 1218 _exit (0);
1293} 1219}
1294 1220
1295void 1221void
1296leave (player *pl, int draw_exit) 1222leave (player *pl, int draw_exit)
1297{ 1223{
1301 * cleanup. We also leave that loop to actually handle the freeing 1227 * cleanup. We also leave that loop to actually handle the freeing
1302 * of the data. 1228 * of the data.
1303 */ 1229 */
1304 if (pl->ob->type != DEAD_OBJECT) 1230 if (pl->ob->type != DEAD_OBJECT)
1305 { 1231 {
1306 pl->socket.status = Ns_Dead; 1232 pl->socket->status = Ns_Dead;
1307 1233
1308 /* If a hidden dm dropped connection do not create 1234 /* If a hidden dm dropped connection do not create
1309 * inconsistencies by showing that they have left the game 1235 * inconsistencies by showing that they have left the game
1310 */ 1236 */
1311 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden) 1237 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)) 1238 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1313 { 1239 {
1314 if (pl->ob->map) 1240 if (pl->ob->map)
1315 { 1241 {
1316 INVOKE_PLAYER (LOGOUT, pl); 1242 INVOKE_PLAYER (LOGOUT, pl);
1317 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host); 1243 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1318 } 1244 }
1319 1245
1320 char buf[MAX_BUF]; 1246 char buf[MAX_BUF];
1321 1247
1322 sprintf (buf, "%s left the game.", &pl->ob->name); 1248 sprintf (buf, "%s left the game.", &pl->ob->name);
1398extern unsigned long todtick; 1324extern unsigned long todtick;
1399 1325
1400void 1326void
1401do_specials (void) 1327do_specials (void)
1402{ 1328{
1403
1404#ifdef WATCHDOG
1405 if (!(pticks % 503))
1406 watchdog ();
1407#endif
1408
1409 if (!(pticks % PTICKS_PER_CLOCK)) 1329 if (!(pticks % PTICKS_PER_CLOCK))
1410 tick_the_clock (); 1330 tick_the_clock ();
1411 1331
1412 if (!(pticks % 7)) 1332 if (!(pticks % 7))
1413 shstr::gc (); 1333 shstr::gc ();
1434void 1354void
1435server_tick () 1355server_tick ()
1436{ 1356{
1437 nroferrors = 0; 1357 nroferrors = 0;
1438 1358
1359 // first do the user visible stuff
1439 doeric_server (); 1360 doeric_server ();
1440 INVOKE_GLOBAL (CLOCK); 1361 INVOKE_GLOBAL (CLOCK);
1441 process_events (NULL); /* "do" something with objects with speed */ 1362 process_events (); /* "do" something with objects with speed */
1442 flush_sockets (); 1363 flush_sockets ();
1364
1365 // then do some bookkeeping, should not really be here
1443 check_active_maps (); /* Removes unused maps after a certain timeout */ 1366 check_active_maps (); /* Removes unused maps after a certain timeout */
1444 do_specials (); /* Routines called from time to time. */ 1367 do_specials (); /* Routines called from time to time. */
1445 object::free_mortals (); 1368 object::free_mortals ();
1446 1369
1447 ++pticks; 1370 ++pticks;

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