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/cvs/deliantra/server/server/swap.C
Revision: 1.18
Committed: Wed Dec 27 09:28:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +26 -34 lines
Log Message:
introduce for_all_maps

File Contents

# Content
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 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26 #include <object.h>
27
28 /* This writes out information on all the temporary maps. It is called by
29 * swap_map below.
30 */
31 static void
32 write_map_log (void)
33 {
34 FILE *fp;
35 maptile *map;
36 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
46 for_all_maps (map)
47 /* If tmpname is null, it is probably a unique player map,
48 * so don't save information on it.
49 */
50 if (map->in_memory != MAP_IN_MEMORY && map->tmpname)
51 {
52 /* the 0 written out is a leftover from the lock number for
53 * unique items and second one is from encounter maps.
54 * Keep using it so that old temp files continue
55 * to work.
56 */
57 fprintf (fp, "%s:%s:%ld:0:0:%d:0:%d\n", map->path, map->tmpname,
58 (map->reset_time == (uint32) - 1 ? (long unsigned) -1 : map->reset_time - current_time), map->difficulty, map->darkness);
59 }
60
61 fclose (fp);
62 }
63
64 void
65 read_map_log (void)
66 {
67 FILE *fp;
68 maptile *map;
69 char buf[MAX_BUF], *cp, *cp1;
70 int do_los, darkness, lock;
71 long sec = time (0);
72
73 sprintf (buf, "%s/temp.maps", settings.localdir);
74 if (!(fp = fopen (buf, "r")))
75 {
76 LOG (llevDebug, "Could not open %s for reading\n", buf);
77 return;
78 }
79
80 while (fgets (buf, MAX_BUF, fp))
81 {
82 map = get_linked_map ();
83 /* scanf doesn't work all that great on strings, so we break
84 * out that manually. strdup is used for tmpname, since other
85 * routines will try to free that pointer.
86 */
87 cp = strchr (buf, ':');
88 *cp++ = '\0';
89 strcpy (map->path, buf);
90 cp1 = strchr (cp, ':');
91 *cp1++ = '\0';
92 map->tmpname = strdup (cp);
93
94 /* Lock is left over from the lock items - we just toss it now.
95 * We use it twice - second one is from encounter, but as we
96 * don't care about the value, this works fine
97 */
98 sscanf (cp1, "%d:%d:%d:%hd:%d:%d\n", &map->reset_time, &lock, &lock, &map->difficulty, &do_los, &darkness);
99
100 map->in_memory = MAP_SWAPPED;
101 map->darkness = darkness;
102
103 /* When the reset time is saved out, it is adjusted so that
104 * the current time is subtracted (thus, it is saved as number
105 * of seconds from current time that it should reset). We need
106 * to add in the current seconds for this to work right.
107 * On metalforge, strange behavior was observed with really high
108 * reset times - I don't know how they got to that state,
109 * but easy enough to do some sanity checking here.
110 */
111 map->reset_time += sec;
112 if (map->reset_time > (uint32) (sec + MAP_MAXRESET))
113 map->reset_time = 0;
114 }
115
116 fclose (fp);
117 }
118
119 void
120 swap_map (maptile *map)
121 {
122 if (map->in_memory != MAP_IN_MEMORY)
123 {
124 LOG (llevError, "Tried to swap out map which was not in memory.\n");
125 return;
126 }
127
128 // cannot (yet) swap out maps with players
129 for_all_players (pl)
130 if (pl->ob && pl->ob->map == map && !pl->ob->flag [FLAG_REMOVED])
131 return;
132
133 remove_all_pets (map); /* Give them a chance to follow */
134
135 /* Update the reset time. Only do this if 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 }
167
168 void
169 check_active_maps (void)
170 {
171 for_all_maps (map)
172 if (map->in_memory == MAP_IN_MEMORY
173 && map->timeout
174 && !--map->timeout)
175 {
176 swap_map (map);
177 // only swap one map per tick
178 break;
179 }
180 }
181
182 /*
183 * map_least_timeout() returns the map with the lowest timeout variable (not 0)
184 */
185 maptile *
186 map_least_timeout (char *except_level)
187 {
188 maptile *chosen = NULL;
189 int timeout = MAP_MAXTIMEOUT + 1;
190
191 for_all_maps (map)
192 if (map->in_memory == MAP_IN_MEMORY && strcmp (map->path, except_level) && map->timeout && map->timeout < timeout)
193 chosen = map, timeout = map->timeout;
194
195 return chosen;
196 }
197
198 /*
199 * players_on_map(): will be replaced by map->players when I'm satisfied
200 * that the variable is always correct.
201 * If show_all is true, we show everyone. If not, we don't show hidden
202 * players (dms)
203 */
204 int
205 players_on_map (maptile *m, int show_all)
206 {
207 int nr = 0;
208
209 for_all_players (pl)
210 if (pl->ob != NULL && !QUERY_FLAG (pl->ob, FLAG_REMOVED) && pl->ob->map == m && (show_all || !pl->hidden))
211 nr++;
212
213 return nr;
214 }
215
216 /*
217 * flush_old_maps():
218 * Removes tmp-files of maps which are going to be reset next time
219 * they are visited.
220 * This is very useful if the tmp-disk is very full.
221 */
222 void
223 flush_old_maps (void)
224 {
225 maptile *m, *oldmap;
226 uint32 sec = time (0);
227
228 m = first_map;
229 while (m)
230 {
231 /* There can be cases (ie death) where a player leaves a map and the timeout
232 * is not set so it isn't swapped out.
233 */
234 if ((m->in_memory == MAP_IN_MEMORY) && (m->timeout == 0) && !players_on_map (m, TRUE))
235 set_map_timeout (m);
236
237 /* per player unique maps are never really reset. However, we do want
238 * to perdiocially remove the entries in the list of active maps - this
239 * generates a cleaner listing if a player issues the map commands, and
240 * keeping all those swapped out per player unique maps also has some
241 * memory and cpu consumption.
242 * We do the cleanup here because there are lots of places that call
243 * swap map, and doing it within swap map may cause problems as
244 * the functions calling it may not expect the map list to change
245 * underneath them.
246 */
247 if ((m->unique || m->templatemap) && m->in_memory == MAP_SWAPPED)
248 {
249 LOG (llevDebug, "Resetting map %s.\n", m->path);
250 oldmap = m;
251 m = m->next;
252 delete_map (oldmap);
253 }
254 else if (m->in_memory != MAP_SWAPPED || m->tmpname == NULL || sec < m->reset_time)
255 m = m->next;
256 else
257 {
258 LOG (llevDebug, "Resetting map %s.\n", m->path);
259 INVOKE_MAP (RESET, m);
260 clean_tmp_map (m);
261 oldmap = m;
262 m = m->next;
263 delete_map (oldmap);
264 }
265 }
266 }