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Revision: 1.172
Committed: Wed May 4 07:36:41 2011 UTC (13 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.171: +2 -1 lines
Log Message:
clean up in_memory handling

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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->linkable ())
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->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 {
142 if (contr)
143 {
144 contr->maplevel = newmap->path;
145 contr->count = 0;
146
147 /* Update any golems */
148 if (object *golem = contr->golem)
149 {
150 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
151
152 if (i < 0)
153 golem->drop_and_destroy ();
154 else
155 {
156 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
157 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
158 }
159 }
160 }
161
162 /* since the players map is already loaded, we don't need to worry
163 * about pending objects.
164 */
165 move_all_pets ();
166
167 return true;
168 }
169
170 return false;
171 }
172
173 /* process_players1 and process_players2 do all the player related stuff.
174 * I moved it out of process events and process_map. This was to some
175 * extent for debugging as well as to get a better idea of the time used
176 * by the various functions. process_players1() does the processing before
177 * objects have been updated, process_players2() does the processing that
178 * is needed after the players have been updated.
179 */
180 static void
181 process_players1 ()
182 {
183 /* Basically, we keep looping until all the players have done their actions. */
184 for (int flag = 1; flag != 0;)
185 {
186 flag = 0;
187 for_all_players (pl)
188 {
189 pl->refcnt_chk ();
190
191 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
192 continue;
193
194 if (handle_newcs_player (pl->ob))
195 flag = 1;
196 }
197 }
198
199 for_all_players (pl)
200 {
201 object *ob = pl->ob;
202
203 // process_objects destroys the speed_left value
204 pl->speed_left_save = ob->speed_left;
205
206 if (expect_false (!ob || !pl->ns || !ob->active))
207 continue;
208
209 do_some_living (ob);
210 }
211 }
212
213 static void
214 process_players2 ()
215 {
216 /* Then check if any players should use weapon-speed instead of speed */
217 for_all_players (pl)
218 {
219 // restore speed_left value saved by process_players1
220 pl->ob->speed_left = pl->speed_left_save;
221
222 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
223 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
224 }
225 }
226
227 static void
228 process_events ()
229 {
230 process_players1 ();
231
232 for_all_actives (op)
233 {
234 // try to prefetch some stuff we expect to need
235 // obviously, it should be grouped into the same cacheline.
236 // preliminary results indicate that this gives halves the speed
237 // used for the inner loop
238 if (_i < actives.size ()) // HACK, rely on _i :/
239 {
240 object *next = actives [_i + 1];
241
242 prefetch (&next->flag , 0, 1);
243 prefetch (&next->speed , 0, 1);
244 prefetch (&next->anim_speed, 0, 1);
245 prefetch (&next->contr , 0, 1);
246 }
247
248 /* Now process op */
249 if (expect_false (op->flag [FLAG_FREED]))
250 {
251 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
252 op->set_speed (0);
253 continue;
254 }
255
256 if (expect_false (!op->has_active_speed ()))
257 {
258 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
259 "but is on active list\n", op->debug_desc (), op->speed);
260 op->set_speed (0);
261 continue;
262 }
263
264 if (expect_false (op->flag [FLAG_REMOVED]))
265 {
266 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
267 op->debug_desc ());
268 op->set_speed (0);
269 continue;
270 }
271
272 /* Animate the object. Bug or feature that anim_speed
273 * is based on ticks, and not the creatures speed?
274 */
275 if (op->anim_speed && op->last_anim >= op->anim_speed)
276 {
277 animate_object (op, op->contr ? op->facing : op->direction);
278 op->last_anim = 1;
279 }
280 else
281 ++op->last_anim;
282
283 if (expect_false (op->speed_left > 0.f))
284 {
285 --op->speed_left;
286 process_object (op);
287 }
288
289 // this will destroy the speed_left value for players, but
290 // process_players1 and ..2 save/restore the real value,
291 // so we can avoid a costly test here.
292 op->speed_left = min (op->speed, op->speed_left + op->speed);
293 }
294
295 process_players2 ();
296 }
297
298 /* clean up everything before exiting */
299 void
300 emergency_save ()
301 {
302 LOG (llevInfo, "emergency_save: enter\n");
303
304 LOG (llevInfo, "emergency_save: saving book archive\n");
305 write_book_archive ();
306
307 cfperl_emergency_save ();
308
309 LOG (llevInfo, "emergency_save: leave\n");
310 }
311
312 // send all clients some informational text
313 static void
314 cleanup_inform (const char *cause, bool make_core)
315 {
316 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
317
318 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
319 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
320
321 if (make_core)
322 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
323 else
324 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
325
326 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
327
328 client::flush_sockets ();
329 }
330
331 /* clean up everything before exiting */
332 void
333 cleanup (const char *cause, bool make_core)
334 {
335 if (make_core)
336 fork_abort (cause);
337
338 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
339
340 if (!make_core)
341 cleanup_inform (cause, make_core);
342
343 LOG (llevDebug, "cleanup begin.\n");
344
345 if (init_done && !in_cleanup)
346 {
347 in_cleanup = true;
348 emergency_save ();
349 }
350 else
351 in_cleanup = true;
352
353 LOG (llevDebug, "running cleanup handlers.\n");
354 INVOKE_GLOBAL (CLEANUP);
355
356 LOG (llevDebug, "cleanup done.\n");
357
358 log_cleanup ();
359
360 if (make_core)
361 cleanup_inform (cause, make_core);
362 else
363 {
364 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
365 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
366 client::flush_sockets ();
367 }
368
369 cfperl_cleanup (make_core);
370 _exit (make_core);
371 }
372
373 /*
374 * do_specials() is a collection of functions to call from time to time.
375 * Modified 2000-1-14 MSW to use the global pticks count to determine how
376 * often to do things. This will allow us to spred them out more often.
377 * I use prime numbers for the factor count - in that way, it is less likely
378 * these actions will fall on the same tick (compared to say using 500/2500/15000
379 * which would mean on that 15,000 tick count a whole bunch of stuff gets
380 * done). Of course, there can still be times where multiple specials are
381 * done on the same tick, but that will happen very infrequently
382 *
383 * I also think this code makes it easier to see how often we really are
384 * doing the various things.
385 */
386 static void
387 do_specials ()
388 {
389 shstr::gc ();
390 archetype::gc ();
391
392 if (expect_false (!(pticks % TICKS_PER_HOUR)))
393 maptile::adjust_daylight ();
394
395 if (expect_false (!(pticks % 2503)))
396 fix_weight (); /* Hack to fix weightproblems caused by bugs */
397
398 if (expect_false (!(pticks % 5003)))
399 write_book_archive ();
400
401 if (expect_false (!(pticks % 5009)))
402 clean_friendly_list ();
403
404 if (expect_false (!(pticks % 5011)))
405 obsolete_parties ();
406
407 if (expect_false (!(pticks % 12503)))
408 fix_luck ();
409 }
410
411 void
412 server_tick ()
413 {
414 // first do the user visible stuff
415 INVOKE_GLOBAL (CLOCK);
416 process_events (); // "do" something with objects with speed
417 client::clock (); // draw client maps etc.
418
419 // then do some bookkeeping, should not really be here
420 do_specials (); /* Routines called from time to time. */
421 attachable::check_mortals ();
422
423 ++pticks;
424
425 if (object::object_count >= RESTART_COUNT)
426 cleanup ("running out of protocol ID values - need full restart");
427 }
428
429 // normal main
430 int
431 main (int argc, char **argv)
432 {
433 settings.argc = argc;
434 settings.argv = argv;
435
436 rndm.seed (time (0));
437 g_thread_init (0); // for the slice allocator only
438
439 // temporary(?) testing hack
440 if (argc >= 2 && !strcmp (argv [1], "--noise"))
441 {
442 void noise_test ();
443 noise_test ();
444 exit (0);
445 }
446
447 #if 0
448 // code sometiems used for timing benchmarks
449 random_number_generator<freeciv_random_generator> rng;
450 rng.seed(0);
451 for (int i = 0; i < 10; ++i)
452 printf ("%08x\n", rng.get_u32());
453 for (int i = 0; i < 1000000; ++i)
454 volatile int r = rng.get_u32 ();
455 cstamp s = stamp ();
456 for (int i = 0; i < 1000000; ++i)
457 volatile int r = rng.next ();
458 printf ("c %d\n", (int)measure (s));
459 exit (0);
460 #endif
461
462 init (argc, argv);
463
464 for (;;)
465 cfperl_main ();
466 }
467