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Comparing deliantra/server/server/main.C (file contents):
Revision 1.87 by root, Thu Jan 18 19:32:37 2007 UTC vs.
Revision 1.99 by root, Tue Apr 24 12:32:16 2007 UTC

203 contr->maplevel = newmap->path; 203 contr->maplevel = newmap->path;
204 contr->count = 0; 204 contr->count = 0;
205 } 205 }
206 206
207 /* Update any golems */ 207 /* Update any golems */
208 if (type == PLAYER && contr->ranges[range_golem]) 208 if (type == PLAYER)
209 if (object *golem = contr->ranges[range_golem])
209 { 210 {
210 int i = find_free_spot (contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE); 211 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
211 212
212 if (i < 0) 213 if (i < 0)
213 { 214 golem->destroy ();
214 contr->ranges[range_golem]->destroy ();
215 contr->ranges[range_golem] = 0;
216 }
217 else 215 else
218 { 216 {
219 newmap->insert (contr->ranges[range_golem], x + freearr_x[i], y + freearr_y[i]); 217 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
220 218 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 } 219 }
224 } 220 }
225 221
226 /* since the players map is already loaded, we don't need to worry 222 /* since the players map is already loaded, we don't need to worry
227 * about pending objects. 223 * about pending objects.
228 */ 224 */
229 remove_all_pets (newmap); 225 remove_all_pets (newmap);
237 * is needed after the players have been updated. 233 * is needed after the players have been updated.
238 */ 234 */
239static void 235static void
240process_players1 () 236process_players1 ()
241{ 237{
242 int flag;
243
244 /* Basically, we keep looping until all the players have done their actions. */ 238 /* Basically, we keep looping until all the players have done their actions. */
245 for (flag = 1; flag != 0;) 239 for (int flag = 1; flag != 0;)
246 { 240 {
247 flag = 0; 241 flag = 0;
248 for_all_players (pl) 242 for_all_players (pl)
249 { 243 {
250 pl->refcnt_chk (); 244 pl->refcnt_chk ();
251 245
252 if (!pl->ob || !pl->ns || !pl->ob->active) 246 if (!pl->ob || !pl->ns || !pl->ob->active)
253 continue; 247 continue;
254 248
255 if (pl->ob->speed_left > 0) 249 if (pl->ob->speed_left > 0 && pl->ns)
256 if (handle_newcs_player (pl->ob)) 250 if (handle_newcs_player (pl->ob))
257 flag = 1; 251 flag = 1;
258 252
259 /* If the player is not actively playing, don't make a 253 /* If the player is not actively playing, don't make a
260 * backup save - nothing to save anyway. Plus, the 254 * backup save - nothing to save anyway. Plus, the
329 LOG (llevError, "BUG: process_events(): Free object on list\n"); 323 LOG (llevError, "BUG: process_events(): Free object on list\n");
330 op->set_speed (0); 324 op->set_speed (0);
331 continue; 325 continue;
332 } 326 }
333 327
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 ()) 328 if (!op->has_active_speed ())
355 { 329 {
356 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " 330 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
357 "but is on active list\n", op->debug_desc (), op->speed); 331 "but is on active list\n", op->debug_desc (), op->speed);
358 op->set_speed (0); 332 op->set_speed (0);
359 continue; 333 continue;
360 } 334 }
361 335
362 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 336 if (op->flag [FLAG_REMOVED])
363 { 337 {
364 LOG (llevError, "BUG: process_events(): Object without map or " 338 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); 339 op->debug_desc ());
366 op->set_speed (0); 340 op->set_speed (0);
367 continue; 341 continue;
368 } 342 }
369 343
370 /* Animate the object. Bug or feature that anim_speed 344 /* Animate the object. Bug or feature that anim_speed
371 * is based on ticks, and not the creatures speed? 345 * is based on ticks, and not the creatures speed?
372 */ 346 */
373 if (op->anim_speed && op->last_anim >= op->anim_speed) 347 if (op->anim_speed && op->last_anim >= op->anim_speed)
374 { 348 {
375 if ((op->type == PLAYER)) 349 animate_object (op, op->type == PLAYER ? op->facing : op->direction);
376 animate_object (op, op->facing);
377 else
378 animate_object (op, op->direction);
379 350
380 op->last_anim = 1; 351 op->last_anim = 1;
381 } 352 }
382 else 353 else
383 op->last_anim++; 354 op->last_anim++;
439 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); 410 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause);
440 411
441 if (make_core) 412 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"); 413 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n");
443 else 414 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"); 415 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.\n");
445 416
446 new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); 417 new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE);
447 418
448 flush_sockets (); 419 flush_sockets ();
449} 420}
476 LOG (llevDebug, "cleanup done.\n"); 447 LOG (llevDebug, "cleanup done.\n");
477 448
478 if (make_core) 449 if (make_core)
479 { 450 {
480 cleanup_inform (cause, make_core); 451 cleanup_inform (cause, make_core);
452 cfperl_cleanup (make_core);
481 _exit (1); 453 _exit (1);
482 } 454 }
483 else 455 else
456 {
457 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.\n");
458 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE "\n");
459 flush_sockets ();
460 cfperl_cleanup (make_core);
484 _exit (0); 461 _exit (0);
462 }
485} 463}
486 464
487int 465int
488forbid_play (void) 466forbid_play (void)
489{ 467{
545 * done on the same tick, but that will happen very infrequently 523 * done on the same tick, but that will happen very infrequently
546 * 524 *
547 * I also think this code makes it easier to see how often we really are 525 * I also think this code makes it easier to see how often we really are
548 * doing the various things. 526 * doing the various things.
549 */ 527 */
550
551extern unsigned long todtick;
552
553void 528void
554do_specials (void) 529do_specials (void)
555{ 530{
556 if (!(pticks % PTICKS_PER_CLOCK)) 531 if (!(pticks % TICKS_PER_HOUR))
557 tick_the_clock (); 532 adjust_daylight ();
558 533
559 if (!(pticks % 7)) 534 if (!(pticks % 7))
560 shstr::gc (); 535 shstr::gc ();
561 536
562 if (!(pticks % 2503)) 537 if (!(pticks % 2503))

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