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/cvs/deliantra/server/server/swap.C
Revision: 1.17
Committed: Tue Dec 26 20:14:33 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +3 -10 lines
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# 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 1.17 // cannot (yet) swap out maps with players
131 root 1.14 for_all_players (pl)
132 root 1.15 if (pl->ob && pl->ob->map == map && !pl->ob->flag [FLAG_REMOVED])
133 root 1.17 return;
134 root 1.15
135     remove_all_pets (map); /* Give them a chance to follow */
136 root 1.6
137 root 1.16 /* Update the reset time. Only do this if STAND_STILL is not set */
138 root 1.15 if (!map->fixed_resettime)
139     set_map_reset_time (map);
140    
141     /* If it is immediate reset time, don't bother saving it - just get
142     * rid of it right away.
143     */
144     if (map->reset_time <= (uint32) time (0))
145     {
146     LOG (llevDebug, "Resetting map %s.\n", map->path);
147     INVOKE_MAP (RESET, map);
148     delete_map (map);
149     return;
150     }
151 root 1.14
152 root 1.15 if (new_save_map (map, 0) == -1)
153     {
154     LOG (llevError, "Failed to swap map %s.\n", map->path);
155     /* need to reset the in_memory flag so that delete map will also
156     * free the objects with it.
157     */
158     map->in_memory = MAP_IN_MEMORY;
159     delete_map (map);
160     }
161     else
162     {
163     INVOKE_MAP (SWAPOUT, map);
164     free_map (map, 1);
165     }
166 root 1.6
167 root 1.15 write_map_log ();
168 elmex 1.1 }
169    
170 root 1.6 void
171     check_active_maps (void)
172     {
173 root 1.8 maptile *map, *next;
174 elmex 1.1
175 root 1.6 for (map = first_map; map != NULL; map = next)
176     {
177     next = map->next;
178     if (map->in_memory != MAP_IN_MEMORY)
179     continue;
180     if (!map->timeout)
181     continue;
182     if (--(map->timeout) > 0)
183     continue;
184     /* If LWM is set, we only swap maps out when we run out of objects */
185 elmex 1.1 #ifndef MAX_OBJECTS_LWM
186 root 1.6 swap_map (map);
187 elmex 1.1 #endif
188     }
189     }
190    
191     /*
192     * map_least_timeout() returns the map with the lowest timeout variable (not 0)
193     */
194 root 1.8 maptile *
195 root 1.6 map_least_timeout (char *except_level)
196     {
197 root 1.8 maptile *map, *chosen = NULL;
198 elmex 1.1 int timeout = MAP_MAXTIMEOUT + 1;
199 root 1.6
200     for (map = first_map; map != NULL; map = map->next)
201     if (map->in_memory == MAP_IN_MEMORY && strcmp (map->path, except_level) && map->timeout && map->timeout < timeout)
202     chosen = map, timeout = map->timeout;
203 elmex 1.1 return chosen;
204     }
205    
206     /*
207     * players_on_map(): will be replaced by map->players when I'm satisfied
208     * that the variable is always correct.
209     * If show_all is true, we show everyone. If not, we don't show hidden
210     * players (dms)
211     */
212 root 1.6 int
213 root 1.8 players_on_map (maptile *m, int show_all)
214 root 1.6 {
215     int nr = 0;
216    
217 root 1.14 for_all_players (pl)
218 root 1.6 if (pl->ob != NULL && !QUERY_FLAG (pl->ob, FLAG_REMOVED) && pl->ob->map == m && (show_all || !pl->hidden))
219 elmex 1.1 nr++;
220 root 1.14
221 elmex 1.1 return nr;
222     }
223    
224     /*
225     * flush_old_maps():
226     * Removes tmp-files of maps which are going to be reset next time
227     * they are visited.
228     * This is very useful if the tmp-disk is very full.
229     */
230 root 1.6 void
231     flush_old_maps (void)
232     {
233 root 1.8 maptile *m, *oldmap;
234 root 1.9 uint32 sec = time (0);
235 elmex 1.1
236 root 1.6 m = first_map;
237     while (m)
238     {
239     /* There can be cases (ie death) where a player leaves a map and the timeout
240     * is not set so it isn't swapped out.
241     */
242     if ((m->in_memory == MAP_IN_MEMORY) && (m->timeout == 0) && !players_on_map (m, TRUE))
243 root 1.9 set_map_timeout (m);
244 root 1.3
245 root 1.6 /* per player unique maps are never really reset. However, we do want
246     * to perdiocially remove the entries in the list of active maps - this
247     * generates a cleaner listing if a player issues the map commands, and
248     * keeping all those swapped out per player unique maps also has some
249     * memory and cpu consumption.
250     * We do the cleanup here because there are lots of places that call
251     * swap map, and doing it within swap map may cause problems as
252     * the functions calling it may not expect the map list to change
253     * underneath them.
254     */
255     if ((m->unique || m->templatemap) && m->in_memory == MAP_SWAPPED)
256     {
257     LOG (llevDebug, "Resetting map %s.\n", m->path);
258     oldmap = m;
259     m = m->next;
260     delete_map (oldmap);
261 root 1.3 }
262 root 1.6 else if (m->in_memory != MAP_SWAPPED || m->tmpname == NULL || sec < m->reset_time)
263 root 1.17 m = m->next;
264 root 1.6 else
265     {
266     LOG (llevDebug, "Resetting map %s.\n", m->path);
267     INVOKE_MAP (RESET, m);
268     clean_tmp_map (m);
269     oldmap = m;
270     m = m->next;
271     delete_map (oldmap);
272 root 1.3 }
273 elmex 1.1 }
274     }