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/cvs/deliantra/server/server/swap.C
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Comparing deliantra/server/server/swap.C (file contents):
Revision 1.8 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.9 by root, Wed Dec 13 02:55:51 2006 UTC

68{ 68{
69 FILE *fp; 69 FILE *fp;
70 maptile *map; 70 maptile *map;
71 char buf[MAX_BUF], *cp, *cp1; 71 char buf[MAX_BUF], *cp, *cp1;
72 int do_los, darkness, lock; 72 int do_los, darkness, lock;
73 long sec = seconds (); 73 long sec = time (0);
74
75 74
76 sprintf (buf, "%s/temp.maps", settings.localdir); 75 sprintf (buf, "%s/temp.maps", settings.localdir);
77 if (!(fp = fopen (buf, "r"))) 76 if (!(fp = fopen (buf, "r")))
78 { 77 {
79 LOG (llevDebug, "Could not open %s for reading\n", buf); 78 LOG (llevDebug, "Could not open %s for reading\n", buf);
145 set_map_reset_time (map); 144 set_map_reset_time (map);
146 145
147 /* If it is immediate reset time, don't bother saving it - just get 146 /* If it is immediate reset time, don't bother saving it - just get
148 * rid of it right away. 147 * rid of it right away.
149 */ 148 */
150 if (map->reset_time <= (uint32) seconds ()) 149 if (map->reset_time <= (uint32) time (0))
151 { 150 {
152 LOG (llevDebug, "Resetting map %s.\n", map->path); 151 LOG (llevDebug, "Resetting map %s.\n", map->path);
153 INVOKE_MAP (RESET, map); 152 INVOKE_MAP (RESET, map);
154 delete_map (map); 153 delete_map (map);
155 return; 154 return;
239void 238void
240flush_old_maps (void) 239flush_old_maps (void)
241{ 240{
242 241
243 maptile *m, *oldmap; 242 maptile *m, *oldmap;
244 uint32 sec; 243 uint32 sec = time (0);
245
246 sec = seconds ();
247 244
248 m = first_map; 245 m = first_map;
249 while (m) 246 while (m)
250 { 247 {
251 /* There can be cases (ie death) where a player leaves a map and the timeout 248 /* There can be cases (ie death) where a player leaves a map and the timeout
252 * is not set so it isn't swapped out. 249 * is not set so it isn't swapped out.
253 */ 250 */
254 if ((m->in_memory == MAP_IN_MEMORY) && (m->timeout == 0) && !players_on_map (m, TRUE)) 251 if ((m->in_memory == MAP_IN_MEMORY) && (m->timeout == 0) && !players_on_map (m, TRUE))
255 {
256 set_map_timeout (m); 252 set_map_timeout (m);
257 }
258 253
259 /* per player unique maps are never really reset. However, we do want 254 /* per player unique maps are never really reset. However, we do want
260 * to perdiocially remove the entries in the list of active maps - this 255 * to perdiocially remove the entries in the list of active maps - this
261 * generates a cleaner listing if a player issues the map commands, and 256 * generates a cleaner listing if a player issues the map commands, and
262 * keeping all those swapped out per player unique maps also has some 257 * keeping all those swapped out per player unique maps also has some

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