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Revision: 1.166
Committed: Sun Aug 22 20:23:07 2010 UTC (13 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.165: +2 -2 lines
Log Message:
rproto.h => include and random_map.h => include/rmg.h

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
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
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
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
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <object.h>
27 #include <tod.h>
28
29 #include <sproto.h>
30 #include <time.h>
31
32 #include <glib.h>
33
34 #include <rmg.h>
35 #include <rproto.h>
36 #include "path.h"
37
38 void
39 version (object *op)
40 {
41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
42 }
43
44 /* This is a basic little function to put the player back to his
45 * savebed.
46 */
47 void
48 enter_player_savebed (object *op)
49 {
50 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
51 }
52
53 /*
54 * enter_map(): Moves the player and pets from current map (if any) to
55 * new map. map, x, y must be set. map is the map we are moving the
56 * player to - it could be the map he just came from if the load failed for
57 * whatever reason. If default map coordinates are to be used, then
58 * the function that calls this should figure them out.
59 */
60 bool
61 object::enter_map (maptile *newmap, int x, int y)
62 {
63 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
64 return false;
65
66 if (out_of_map (newmap, x, y))
67 {
68 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
69 x = newmap->enter_x;
70 y = newmap->enter_y;
71 if (out_of_map (newmap, x, y))
72 {
73 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
74 &newmap->path, x, y, newmap->width, newmap->height);
75 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
76 return false;
77 }
78 }
79
80 if (contr && map != newmap && map)
81 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
82 return false;
83
84 // remove, so stupid blocked does not trigger a failure
85 remove ();
86
87 /* try to find a spot for the player */
88 if (blocked (newmap, x, y))
89 { /* First choice blocked */
90 /* We try to find a spot for the player, starting closest in.
91 * We could use find_first_free_spot, but that doesn't randomize it at all,
92 * So for example, if the north space is free, you would always end up there even
93 * if other spaces around are available.
94 * Note that for the second and third calls, we could start at a position other
95 * than one, but then we could end up on the other side of walls and so forth.
96 */
97 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
98
99 if (i < 0)
100 {
101 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
102 if (i < 0)
103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
104 }
105
106 if (i >= 0)
107 {
108 maptile *m = newmap;
109 sint16 nx = x + freearr_x[i];
110 sint16 ny = y + freearr_y[i];
111
112 if (xy_normalise (m, nx, ny))
113 {
114 newmap = m;
115 x = nx;
116 y = ny;
117 }
118 }
119 else
120 /* not much we can do in this case. */
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);
122 }
123
124 if (contr && map != newmap)
125 {
126 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
127 return false;
128
129 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
130 return false;
131 }
132
133 enemy = 0;
134
135 //newmap->insert (this, x, y);
136 newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
137
138 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
139 {
140 if (contr)
141 {
142 contr->maplevel = newmap->path;
143 contr->count = 0;
144
145 /* Update any golems */
146 if (object *golem = contr->golem)
147 {
148 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
149
150 if (i < 0)
151 golem->drop_and_destroy ();
152 else
153 {
154 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
155 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
156 }
157 }
158 }
159
160 /* since the players map is already loaded, we don't need to worry
161 * about pending objects.
162 */
163 move_all_pets ();
164
165 return true;
166 }
167
168 return false;
169 }
170
171 /* process_players1 and process_players2 do all the player related stuff.
172 * I moved it out of process events and process_map. This was to some
173 * extent for debugging as well as to get a better idea of the time used
174 * by the various functions. process_players1() does the processing before
175 * objects have been updated, process_players2() does the processing that
176 * is needed after the players have been updated.
177 */
178 static void
179 process_players1 ()
180 {
181 /* Basically, we keep looping until all the players have done their actions. */
182 for (int flag = 1; flag != 0;)
183 {
184 flag = 0;
185 for_all_players (pl)
186 {
187 pl->refcnt_chk ();
188
189 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
190 continue;
191
192 if (handle_newcs_player (pl->ob))
193 flag = 1;
194 }
195 }
196
197 for_all_players (pl)
198 {
199 object *ob = pl->ob;
200
201 // process_objects destroys the speed_left value
202 pl->speed_left_save = ob->speed_left;
203
204 if (expect_false (!ob || !pl->ns || !ob->active))
205 continue;
206
207 do_some_living (ob);
208 }
209 }
210
211 static void
212 process_players2 ()
213 {
214 /* Then check if any players should use weapon-speed instead of speed */
215 for_all_players (pl)
216 {
217 // restore speed_left value saved by process_players1
218 pl->ob->speed_left = pl->speed_left_save;
219
220 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
221 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
222 }
223 }
224
225 static void
226 process_events ()
227 {
228 process_players1 ();
229
230 for_all_actives (op)
231 {
232 // try to prefetch some stuff we expect to need
233 // obviously, it should be grouped into the same cacheline.
234 // preliminary results indicate that this gives halves the speed
235 // used for the inner loop
236 if (_i < actives.size ()) // HACK, rely on _i :/
237 {
238 object *next = actives [_i + 1];
239
240 prefetch (&next->flag , 0, 1);
241 prefetch (&next->speed , 0, 1);
242 prefetch (&next->anim_speed, 0, 1);
243 prefetch (&next->contr , 0, 1);
244 }
245
246 /* Now process op */
247 if (expect_false (op->flag [FLAG_FREED]))
248 {
249 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
250 op->set_speed (0);
251 continue;
252 }
253
254 if (expect_false (!op->has_active_speed ()))
255 {
256 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
257 "but is on active list\n", op->debug_desc (), op->speed);
258 op->set_speed (0);
259 continue;
260 }
261
262 if (expect_false (op->flag [FLAG_REMOVED]))
263 {
264 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
265 op->debug_desc ());
266 op->set_speed (0);
267 continue;
268 }
269
270 /* Animate the object. Bug or feature that anim_speed
271 * is based on ticks, and not the creatures speed?
272 */
273 if (op->anim_speed && op->last_anim >= op->anim_speed)
274 {
275 animate_object (op, op->contr ? op->facing : op->direction);
276 op->last_anim = 1;
277 }
278 else
279 ++op->last_anim;
280
281 if (expect_false (op->speed_left > 0.f))
282 {
283 --op->speed_left;
284 process_object (op);
285 }
286
287 // this will destroy the speed_left value for players, but
288 // process_players1 and ..2 save/restore the real value,
289 // so we can avoid a costly test here.
290 op->speed_left = min (op->speed, op->speed_left + op->speed);
291 }
292
293 process_players2 ();
294 }
295
296 /* clean up everything before exiting */
297 void
298 emergency_save ()
299 {
300 LOG (llevInfo, "emergency_save: enter\n");
301
302 LOG (llevInfo, "emergency_save: saving book archive\n");
303 write_book_archive ();
304
305 cfperl_emergency_save ();
306
307 LOG (llevInfo, "emergency_save: leave\n");
308 }
309
310 // send all clients some informational text
311 static void
312 cleanup_inform (const char *cause, bool make_core)
313 {
314 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
315
316 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
317 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
318
319 if (make_core)
320 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
321 else
322 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
323
324 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
325
326 client::flush_sockets ();
327 }
328
329 /* clean up everything before exiting */
330 void
331 cleanup (const char *cause, bool make_core)
332 {
333 if (make_core)
334 fork_abort (cause);
335
336 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
337
338 if (!make_core)
339 cleanup_inform (cause, make_core);
340
341 LOG (llevDebug, "cleanup begin.\n");
342
343 if (init_done && !in_cleanup)
344 {
345 in_cleanup = true;
346 emergency_save ();
347 }
348 else
349 in_cleanup = true;
350
351 LOG (llevDebug, "running cleanup handlers.\n");
352 INVOKE_GLOBAL (CLEANUP);
353
354 LOG (llevDebug, "cleanup done.\n");
355
356 log_cleanup ();
357
358 if (make_core)
359 cleanup_inform (cause, make_core);
360 else
361 {
362 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
363 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
364 client::flush_sockets ();
365 }
366
367 cfperl_cleanup (make_core);
368 _exit (make_core);
369 }
370
371 /*
372 * 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
374 * 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
376 * 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
378 * done). Of course, there can still be times where multiple specials are
379 * done on the same tick, but that will happen very infrequently
380 *
381 * I also think this code makes it easier to see how often we really are
382 * doing the various things.
383 */
384 static void
385 do_specials ()
386 {
387 shstr::gc ();
388 archetype::gc ();
389
390 if (expect_false (!(pticks % TICKS_PER_HOUR)))
391 maptile::adjust_daylight ();
392
393 if (expect_false (!(pticks % 2503)))
394 fix_weight (); /* Hack to fix weightproblems caused by bugs */
395
396 if (expect_false (!(pticks % 5003)))
397 write_book_archive ();
398
399 if (expect_false (!(pticks % 5009)))
400 clean_friendly_list ();
401
402 if (expect_false (!(pticks % 5011)))
403 obsolete_parties ();
404
405 if (expect_false (!(pticks % 12503)))
406 fix_luck ();
407 }
408
409 void
410 server_tick ()
411 {
412 // first do the user visible stuff
413 INVOKE_GLOBAL (CLOCK);
414 process_events (); // "do" something with objects with speed
415 client::clock (); // draw client maps etc.
416
417 // then do some bookkeeping, should not really be here
418 do_specials (); /* Routines called from time to time. */
419 attachable::check_mortals ();
420
421 ++pticks;
422
423 if (object::object_count >= RESTART_COUNT)
424 cleanup ("running out of protocol ID values - need full restart");
425 }
426
427 // normal main
428 int
429 main (int argc, char **argv)
430 {
431 settings.argc = argc;
432 settings.argv = argv;
433
434 #if 0
435 // code sometiems used for timing benchmarks
436 random_number_generator<freeciv_random_generator> rng;
437 rng.seed(0);
438 for (int i = 0; i < 10; ++i)
439 printf ("%08x\n", rng.get_u32());
440 for (int i = 0; i < 1000000; ++i)
441 volatile int r = rng.get_u32 ();
442 cstamp s = stamp ();
443 for (int i = 0; i < 1000000; ++i)
444 volatile int r = rng.next ();
445 printf ("c %d\n", (int)measure (s));
446 exit (0);
447 #endif
448
449 rndm.seed (time (0));
450 g_thread_init (0); // for the slice allocator only
451
452 init (argc, argv);
453
454 for (;;)
455 cfperl_main ();
456 }
457