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/cvs/deliantra/server/server/swap.C
Revision: 1.14
Committed: Sat Dec 23 13:56:25 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +39 -44 lines
Log Message:
an experiment

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.7 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25 root 1.11 #include <sproto.h>
26 elmex 1.1 #include <object.h>
27    
28     /* This writes out information on all the temporary maps. It is called by
29     * swap_map below.
30     */
31 root 1.6 static void
32     write_map_log (void)
33 elmex 1.1 {
34 root 1.6 FILE *fp;
35 root 1.8 maptile *map;
36 root 1.6 char buf[MAX_BUF];
37     long current_time = time (NULL);
38    
39     sprintf (buf, "%s/temp.maps", settings.localdir);
40     if (!(fp = fopen (buf, "w")))
41     {
42     LOG (llevError, "Could not open %s for writing\n", buf);
43     return;
44     }
45 root 1.12
46 root 1.6 for (map = first_map; map != NULL; map = map->next)
47     {
48     /* If tmpname is null, it is probably a unique player map,
49     * so don't save information on it.
50     */
51 root 1.12 if (map->in_memory != MAP_IN_MEMORY && map->tmpname)
52 root 1.6 {
53     /* the 0 written out is a leftover from the lock number for
54     * unique items and second one is from encounter maps.
55     * Keep using it so that old temp files continue
56     * to work.
57     */
58     fprintf (fp, "%s:%s:%ld:0:0:%d:0:%d\n", map->path, map->tmpname,
59     (map->reset_time == (uint32) - 1 ? (long unsigned) -1 : map->reset_time - current_time), map->difficulty, map->darkness);
60 root 1.3 }
61 elmex 1.1 }
62 root 1.12
63 root 1.6 fclose (fp);
64 elmex 1.1 }
65    
66 root 1.6 void
67     read_map_log (void)
68 elmex 1.1 {
69 root 1.6 FILE *fp;
70 root 1.8 maptile *map;
71 root 1.6 char buf[MAX_BUF], *cp, *cp1;
72     int do_los, darkness, lock;
73 root 1.9 long sec = time (0);
74 elmex 1.1
75 root 1.6 sprintf (buf, "%s/temp.maps", settings.localdir);
76     if (!(fp = fopen (buf, "r")))
77     {
78     LOG (llevDebug, "Could not open %s for reading\n", buf);
79     return;
80 elmex 1.1 }
81 root 1.13
82     while (fgets (buf, MAX_BUF, fp))
83 root 1.6 {
84     map = get_linked_map ();
85     /* scanf doesn't work all that great on strings, so we break
86     * out that manually. strdup is used for tmpname, since other
87     * routines will try to free that pointer.
88     */
89     cp = strchr (buf, ':');
90     *cp++ = '\0';
91     strcpy (map->path, buf);
92     cp1 = strchr (cp, ':');
93     *cp1++ = '\0';
94 root 1.10 map->tmpname = strdup (cp);
95 root 1.6
96     /* Lock is left over from the lock items - we just toss it now.
97     * We use it twice - second one is from encounter, but as we
98     * don't care about the value, this works fine
99     */
100     sscanf (cp1, "%d:%d:%d:%hd:%d:%d\n", &map->reset_time, &lock, &lock, &map->difficulty, &do_los, &darkness);
101    
102     map->in_memory = MAP_SWAPPED;
103     map->darkness = darkness;
104    
105     /* When the reset time is saved out, it is adjusted so that
106     * the current time is subtracted (thus, it is saved as number
107     * of seconds from current time that it should reset). We need
108     * to add in the current seconds for this to work right.
109     * On metalforge, strange behavior was observed with really high
110     * reset times - I don't know how they got to that state,
111     * but easy enough to do some sanity checking here.
112     */
113     map->reset_time += sec;
114     if (map->reset_time > (uint32) (sec + MAP_MAXRESET))
115     map->reset_time = 0;
116     }
117 root 1.11
118 root 1.6 fclose (fp);
119 elmex 1.1 }
120    
121 root 1.6 void
122 root 1.8 swap_map (maptile *map)
123 root 1.6 {
124     if (map->in_memory != MAP_IN_MEMORY)
125     {
126     LOG (llevError, "Tried to swap out map which was not in memory.\n");
127     return;
128     }
129 root 1.11
130 root 1.14 for_all_players (pl)
131 root 1.11 if (!pl->ob || (!(QUERY_FLAG (pl->ob, FLAG_REMOVED)) && pl->ob->map == map))
132 root 1.14 {
133     remove_all_pets (map); /* Give them a chance to follow */
134 root 1.6
135 root 1.14 /* Update the reset time. Only do this is STAND_STILL is not set */
136     if (!map->fixed_resettime)
137     set_map_reset_time (map);
138    
139     /* If it is immediate reset time, don't bother saving it - just get
140     * rid of it right away.
141     */
142     if (map->reset_time <= (uint32) time (0))
143     {
144     LOG (llevDebug, "Resetting map %s.\n", map->path);
145     INVOKE_MAP (RESET, map);
146     delete_map (map);
147     return;
148     }
149    
150     if (new_save_map (map, 0) == -1)
151     {
152     LOG (llevError, "Failed to swap map %s.\n", map->path);
153     /* need to reset the in_memory flag so that delete map will also
154     * free the objects with it.
155     */
156     map->in_memory = MAP_IN_MEMORY;
157     delete_map (map);
158     }
159     else
160     {
161     INVOKE_MAP (SWAPOUT, map);
162     free_map (map, 1);
163     }
164    
165     write_map_log ();
166     return;
167     }
168 root 1.6
169 root 1.14 LOG (llevDebug, "Wanted to swap out map with player.\n");
170 elmex 1.1 }
171    
172 root 1.6 void
173     check_active_maps (void)
174     {
175 root 1.8 maptile *map, *next;
176 elmex 1.1
177 root 1.6 for (map = first_map; map != NULL; map = next)
178     {
179     next = map->next;
180     if (map->in_memory != MAP_IN_MEMORY)
181     continue;
182     if (!map->timeout)
183     continue;
184     if (--(map->timeout) > 0)
185     continue;
186     /* If LWM is set, we only swap maps out when we run out of objects */
187 elmex 1.1 #ifndef MAX_OBJECTS_LWM
188 root 1.6 swap_map (map);
189 elmex 1.1 #endif
190     }
191     }
192    
193     /*
194     * map_least_timeout() returns the map with the lowest timeout variable (not 0)
195     */
196    
197 root 1.8 maptile *
198 root 1.6 map_least_timeout (char *except_level)
199     {
200 root 1.8 maptile *map, *chosen = NULL;
201 elmex 1.1 int timeout = MAP_MAXTIMEOUT + 1;
202 root 1.6
203     for (map = first_map; map != NULL; map = map->next)
204     if (map->in_memory == MAP_IN_MEMORY && strcmp (map->path, except_level) && map->timeout && map->timeout < timeout)
205     chosen = map, timeout = map->timeout;
206 elmex 1.1 return chosen;
207     }
208    
209     /*
210     * players_on_map(): will be replaced by map->players when I'm satisfied
211     * that the variable is always correct.
212     * If show_all is true, we show everyone. If not, we don't show hidden
213     * players (dms)
214     */
215    
216 root 1.6 int
217 root 1.8 players_on_map (maptile *m, int show_all)
218 root 1.6 {
219     int nr = 0;
220    
221 root 1.14 for_all_players (pl)
222 root 1.6 if (pl->ob != NULL && !QUERY_FLAG (pl->ob, FLAG_REMOVED) && pl->ob->map == m && (show_all || !pl->hidden))
223 elmex 1.1 nr++;
224 root 1.14
225 elmex 1.1 return nr;
226     }
227    
228     /*
229     * flush_old_maps():
230     * Removes tmp-files of maps which are going to be reset next time
231     * they are visited.
232     * This is very useful if the tmp-disk is very full.
233     */
234 root 1.6 void
235     flush_old_maps (void)
236     {
237    
238 root 1.8 maptile *m, *oldmap;
239 root 1.9 uint32 sec = time (0);
240 elmex 1.1
241 root 1.6 m = first_map;
242     while (m)
243     {
244     /* There can be cases (ie death) where a player leaves a map and the timeout
245     * is not set so it isn't swapped out.
246     */
247     if ((m->in_memory == MAP_IN_MEMORY) && (m->timeout == 0) && !players_on_map (m, TRUE))
248 root 1.9 set_map_timeout (m);
249 root 1.3
250 root 1.6 /* per player unique maps are never really reset. However, we do want
251     * to perdiocially remove the entries in the list of active maps - this
252     * generates a cleaner listing if a player issues the map commands, and
253     * keeping all those swapped out per player unique maps also has some
254     * memory and cpu consumption.
255     * We do the cleanup here because there are lots of places that call
256     * swap map, and doing it within swap map may cause problems as
257     * the functions calling it may not expect the map list to change
258     * underneath them.
259     */
260     if ((m->unique || m->templatemap) && m->in_memory == MAP_SWAPPED)
261     {
262     LOG (llevDebug, "Resetting map %s.\n", m->path);
263     oldmap = m;
264     m = m->next;
265     delete_map (oldmap);
266 root 1.3 }
267 root 1.6 else if (m->in_memory != MAP_SWAPPED || m->tmpname == NULL || sec < m->reset_time)
268     {
269     m = m->next;
270 root 1.3 }
271 root 1.6 else
272     {
273     LOG (llevDebug, "Resetting map %s.\n", m->path);
274     INVOKE_MAP (RESET, m);
275     clean_tmp_map (m);
276     oldmap = m;
277     m = m->next;
278     delete_map (oldmap);
279 root 1.3 }
280 elmex 1.1 }
281     }