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/* |
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* static char *rcsid_swap_c = |
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* "$Id: swap.C,v 1.3 2006-08-29 08:01:38 root Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The author can be reached via e-mail to crossfire-devel@real-time.com |
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*/ |
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|
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#include <global.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <object.h> |
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|
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/* This writes out information on all the temporary maps. It is called by |
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* swap_map below. |
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*/ |
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static void write_map_log(void) |
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{ |
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FILE *fp; |
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mapstruct *map; |
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char buf[MAX_BUF]; |
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long current_time=time(NULL); |
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|
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sprintf(buf,"%s/temp.maps", settings.localdir); |
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if (!(fp=fopen(buf,"w"))) { |
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LOG(llevError,"Could not open %s for writing\n", buf); |
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return; |
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} |
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for (map=first_map; map!=NULL; map=map->next) { |
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/* If tmpname is null, it is probably a unique player map, |
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* so don't save information on it. |
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*/ |
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if (map->in_memory != MAP_IN_MEMORY && (map->tmpname !=NULL) && |
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(strncmp(map->path,"/random",7))) { |
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/* the 0 written out is a leftover from the lock number for |
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* unique items and second one is from encounter maps. |
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* Keep using it so that old temp files continue |
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* to work. |
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*/ |
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fprintf(fp,"%s:%s:%ld:0:0:%d:0:%d\n", map->path, map->tmpname, |
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( |
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map->reset_time == -1 |
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? (long unsigned) -1 |
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: map->reset_time-current_time |
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), |
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map->difficulty, |
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map->darkness); |
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} |
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} |
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fclose(fp); |
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} |
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|
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void read_map_log(void) |
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{ |
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FILE *fp; |
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mapstruct *map; |
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char buf[MAX_BUF],*cp,*cp1; |
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int do_los, darkness, lock; |
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long sec = seconds(); |
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|
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|
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sprintf(buf,"%s/temp.maps", settings.localdir); |
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if (!(fp=fopen(buf,"r"))) { |
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LOG(llevDebug,"Could not open %s for reading\n", buf); |
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return; |
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} |
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while (fgets(buf, MAX_BUF, fp)!=NULL) { |
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map=get_linked_map(); |
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/* scanf doesn't work all that great on strings, so we break |
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* out that manually. strdup is used for tmpname, since other |
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* routines will try to free that pointer. |
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*/ |
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cp=strchr(buf,':'); |
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*cp++='\0'; |
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strcpy(map->path, buf); |
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cp1=strchr(cp,':'); |
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*cp1++='\0'; |
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map->tmpname=strdup_local(cp); |
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|
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/* Lock is left over from the lock items - we just toss it now. |
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* We use it twice - second one is from encounter, but as we |
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* don't care about the value, this works fine |
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*/ |
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sscanf(cp1,"%d:%d:%d:%hd:%d:%d\n", |
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&map->reset_time, &lock, |
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&lock, &map->difficulty, &do_los, |
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&darkness); |
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|
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|
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map->in_memory=MAP_SWAPPED; |
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map->darkness=darkness; |
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|
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/* When the reset time is saved out, it is adjusted so that |
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* the current time is subtracted (thus, it is saved as number |
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* of seconds from current time that it should reset). We need |
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* to add in the current seconds for this to work right. |
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* On metalforge, strange behavior was observed with really high |
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* reset times - I don't know how they got to that state, |
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* but easy enough to do some sanity checking here. |
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*/ |
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map->reset_time += sec; |
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if (map->reset_time > (sec + MAP_MAXRESET)) |
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map->reset_time = 0; |
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|
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} |
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fclose(fp); |
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} |
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|
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void swap_map(mapstruct *map) { |
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player *pl; |
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|
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if(map->in_memory != MAP_IN_MEMORY) { |
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LOG(llevError,"Tried to swap out map which was not in memory.\n"); |
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return; |
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} |
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for(pl=first_player;pl!=NULL;pl=pl->next) |
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if(pl->ob == NULL || (!(QUERY_FLAG(pl->ob,FLAG_REMOVED)) && pl->ob->map == map)) |
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break; |
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|
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if(pl != NULL) { |
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LOG(llevDebug,"Wanted to swap out map with player.\n"); |
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return; |
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} |
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remove_all_pets(map); /* Give them a chance to follow */ |
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|
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/* Update the reset time. Only do this is STAND_STILL is not set */ |
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if (!map->fixed_resettime) |
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set_map_reset_time(map); |
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|
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/* If it is immediate reset time, don't bother saving it - just get |
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* rid of it right away. |
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*/ |
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if (map->reset_time <= seconds()) { |
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LOG(llevDebug,"Resetting map %s.\n",map->path); |
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INVOKE_MAP (RESET, map); |
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delete_map(map); |
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return; |
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} |
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|
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if (new_save_map (map, 0) == -1) { |
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LOG(llevError, "Failed to swap map %s.\n", map->path); |
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/* need to reset the in_memory flag so that delete map will also |
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* free the objects with it. |
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*/ |
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map->in_memory = MAP_IN_MEMORY; |
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delete_map(map); |
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} else { |
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INVOKE_MAP (SWAPOUT, map); |
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free_map(map,1); |
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} |
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|
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if (settings.recycle_tmp_maps == TRUE) |
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write_map_log(); |
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} |
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|
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void check_active_maps(void) { |
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mapstruct *map, *next; |
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|
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for(map=first_map;map!=NULL;map=next) { |
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next = map->next; |
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if(map->in_memory != MAP_IN_MEMORY) |
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continue; |
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if(!map->timeout) |
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continue; |
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if( --(map->timeout) > 0) |
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continue; |
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/* If LWM is set, we only swap maps out when we run out of objects */ |
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#ifndef MAX_OBJECTS_LWM |
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swap_map(map); |
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#endif |
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} |
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} |
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|
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/* |
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* map_least_timeout() returns the map with the lowest timeout variable (not 0) |
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*/ |
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|
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mapstruct *map_least_timeout(char *except_level) { |
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mapstruct *map, *chosen=NULL; |
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int timeout = MAP_MAXTIMEOUT + 1; |
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for(map = first_map;map != NULL; map = map->next) |
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if(map->in_memory == MAP_IN_MEMORY && strcmp (map->path, except_level) && |
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map->timeout && map->timeout < timeout) |
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chosen = map, timeout = map->timeout; |
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return chosen; |
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} |
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|
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/* |
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* players_on_map(): will be replaced by map->players when I'm satisfied |
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* that the variable is always correct. |
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* If show_all is true, we show everyone. If not, we don't show hidden |
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* players (dms) |
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*/ |
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|
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int players_on_map(mapstruct *m, int show_all) { |
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player *pl; |
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int nr=0; |
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for(pl=first_player;pl!=NULL;pl=pl->next) |
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if(pl->ob != NULL && !QUERY_FLAG(pl->ob,FLAG_REMOVED) && pl->ob->map==m && |
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(show_all || !pl->hidden)) |
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nr++; |
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return nr; |
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} |
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|
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/* |
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* flush_old_maps(): |
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* Removes tmp-files of maps which are going to be reset next time |
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* they are visited. |
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* This is very useful if the tmp-disk is very full. |
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*/ |
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void flush_old_maps(void) { |
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|
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mapstruct *m, *oldmap; |
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long sec; |
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sec = seconds(); |
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|
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m= first_map; |
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while (m) { |
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/* There can be cases (ie death) where a player leaves a map and the timeout |
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* is not set so it isn't swapped out. |
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*/ |
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if ((m->in_memory == MAP_IN_MEMORY) && (m->timeout==0) && |
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!players_on_map(m,TRUE)) { |
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set_map_timeout(m); |
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} |
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|
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/* per player unique maps are never really reset. However, we do want |
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* to perdiocially remove the entries in the list of active maps - this |
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* generates a cleaner listing if a player issues the map commands, and |
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* keeping all those swapped out per player unique maps also has some |
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* memory and cpu consumption. |
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* We do the cleanup here because there are lots of places that call |
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* swap map, and doing it within swap map may cause problems as |
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* the functions calling it may not expect the map list to change |
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* underneath them. |
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*/ |
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if ((m->unique || m->templatemap) && m->in_memory == MAP_SWAPPED) { |
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LOG(llevDebug,"Resetting map %s.\n",m->path); |
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oldmap = m; |
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m = m->next; |
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delete_map(oldmap); |
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} |
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else if(m->in_memory != MAP_SWAPPED || m->tmpname == NULL || |
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sec < m->reset_time) { |
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m = m->next; |
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} |
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else { |
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LOG(llevDebug,"Resetting map %s.\n",m->path); |
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INVOKE_MAP (RESET, m); |
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clean_tmp_map(m); |
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oldmap = m; |
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m = m->next; |
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delete_map(oldmap); |
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} |
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} |
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} |