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root |
1.1 |
#! perl |
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# this extension swaps out maps and resets them, in essence managing |
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# the reset/swap policy of the server. |
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root |
1.7 |
our $DEACTIVATE_TIMEOUT = 20; # number of seconds after which maps get deactivated to save cpu |
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root |
1.10 |
our $SWAP_TIMEOUT = 35; # number of seconds after which maps inactive get swapped out |
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root |
1.7 |
our $SCHEDULE_INTERVAL = 2; # time the map scheduler sleeps between runs |
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root |
1.10 |
our $SAVE_TIMEOUT = 20; # save maps every n seconds |
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our $SAVE_INTERVAL = 0.1; # save at max. one map every $SAVE_INTERVAL |
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root |
1.1 |
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our $SCHEDULER = cf::coro { |
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while () { |
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Coro::Timer::sleep $SCHEDULE_INTERVAL; |
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root |
1.9 |
# this weird form of iteration over values is used because |
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# the hash changes underneath us frequently, and for |
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# keeps a direct reference to the value without (in 5.8 perls) |
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# keeping a reference, so this is prone to crashes or worse. |
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root |
1.8 |
my @maps = keys %cf::MAP; |
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for (@maps) { |
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my $map = $cf::MAP{$_} |
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or next; |
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$map->valid or next; |
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root |
1.9 |
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root |
1.1 |
eval { |
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# not yet, because maps might become visible to players nearby |
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root |
1.3 |
# we need to remove the map from %cf::MAP and all tiled map links |
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root |
1.1 |
# if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { |
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# $map->deactivate; |
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# delete $map->{active}; |
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# } |
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if ($map->should_reset) { |
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$map->reset; |
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root |
1.3 |
} elsif ($map->in_memory == cf::MAP_IN_MEMORY) { |
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root |
1.6 |
if ($map->last_access + $SWAP_TIMEOUT <= $cf::RUNTIME && !$map->players) { |
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root |
1.3 |
$map->swap_out; |
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Coro::Timer::sleep $SAVE_INTERVAL; |
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} elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
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$map->save; |
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Coro::Timer::sleep $SAVE_INTERVAL; |
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} |
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root |
1.1 |
} |
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}; |
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warn $@ if $@; |
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Coro::cede; |
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root |
1.8 |
}; |
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root |
1.1 |
} |
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}; |
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root |
1.5 |
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root |
1.1 |
$SCHEDULER->prio (-2); |
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root |
1.11 |
# map load prefetch |
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cf::map->attach ( |
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on_enter => sub { |
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my ($map, $pl) = @_; |
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# floodfill surrounging maps, asynchronously |
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}, |
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); |
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