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#! perl |
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|
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# why this is an extension is a good question. next question. |
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|
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use Fcntl; |
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|
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use Coro; |
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use Coro::AIO; |
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|
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our $emergency_position = $cf::CFG{emergency_position} || ["/world/world_105_115", 5, 37]; |
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|
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our $DEACTIVATE_TIMEOUT = 60; # number of seconds after which maps get deactivated to save cpu |
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our $SWAP_TIMEOUT = 600; # number of seconds after which maps inactive get swapped out |
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our $SCHEDULE_INTERVAL = 8; # time the map scheduler sleeps between runs |
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our $SAVE_TIMEOUT = 60; # save maps every n seconds |
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our $SAVE_INTERVAL = 0.4; # save at max. one map every $SAVE_HOLD |
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our $MAX_RESET = 7200; |
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|
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$DEACTIVATE_TIMEOUT = 3;#d# |
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$SWAP_TIMEOUT = 5;#d# |
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$SCHEDULE_INTERVAL = 1; |
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|
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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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|
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for my $map (values %cf::MAP) { |
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eval { |
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next if $map->in_memory != cf::MAP_IN_MEMORY; |
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next if $map->players; |
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my $last_access = $map->last_access; |
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# not yet, because maps might become visible to players nearby |
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# we need a tiled meta map for this to work |
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# if ($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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$map->reset; |
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} elsif ($last_access + $SWAP_TIMEOUT <= $cf::RUNTIME) { |
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$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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}; |
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warn $@ if $@; |
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cede; |
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} |
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} |
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}; |
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$SCHEDULER->prio (-2); |
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|
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sub generate_random_map { |
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my ($path, $rmp) = @_; |
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|
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# mit "rum" bekleckern, nicht |
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cf::map::_create_random_map |
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$path, |
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$rmp->{wallstyle}, $rmp->{wall_name}, $rmp->{floorstyle}, $rmp->{monsterstyle}, |
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$rmp->{treasurestyle}, $rmp->{layoutstyle}, $rmp->{doorstyle}, $rmp->{decorstyle}, |
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$rmp->{origin_map}, $rmp->{final_map}, $rmp->{exitstyle}, $rmp->{this_map}, |
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$rmp->{exit_on_final_map}, |
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$rmp->{xsize}, $rmp->{ysize}, |
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$rmp->{expand2x}, $rmp->{layoutoptions1}, $rmp->{layoutoptions2}, $rmp->{layoutoptions3}, |
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$rmp->{symmetry}, $rmp->{difficulty}, $rmp->{difficulty_given}, $rmp->{difficulty_increase}, |
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$rmp->{dungeon_level}, $rmp->{dungeon_depth}, $rmp->{decoroptions}, $rmp->{orientation}, |
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$rmp->{origin_y}, $rmp->{origin_x}, $rmp->{random_seed}, $rmp->{total_map_hp}, |
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$rmp->{map_layout_style}, $rmp->{treasureoptions}, $rmp->{symmetry_used}, |
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(cf::region::find $rmp->{region}) |
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} |
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|
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sub parse_random_map_params { |
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my ($spec) = @_; |
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|
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my $rmp = { # defaults |
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xsize => 10, |
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ysize => 10, |
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}; |
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|
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for (split /\n/, $spec) { |
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my ($k, $v) = split /\s+/, $_, 2; |
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|
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$rmp->{lc $k} = $v if (length $k) && (length $v); |
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} |
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|
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$rmp |
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} |
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|
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sub prepare_random_map { |
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my ($exit) = @_; |
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|
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# all this does is basically replace the /! path by |
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# a new random map path (?random/...) with a seed |
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# that depends on the exit object |
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|
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my $rmp = parse_random_map_params $exit->msg; |
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|
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if ($exit->map) { |
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$rmp->{region} = $exit->map->region_name; |
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$rmp->{origin_map} = $exit->map->path; |
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$rmp->{origin_x} = $exit->x; |
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$rmp->{origin_y} = $exit->y; |
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} |
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|
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$rmp->{random_seed} ||= $exit->random_seed; |
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|
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my $data = cf::to_json $rmp; |
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my $md5 = Digest::MD5::md5_hex $data; |
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|
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if (my $fh = aio_open "$cf::RANDOM_MAPS/$md5.meta", O_WRONLY | O_CREAT, 0666) { |
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aio_write $fh, 0, (length $data), $data, 0; |
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|
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$exit->slaying ("?random/$md5"); |
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$exit->msg (undef); |
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} |
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} |
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|
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# and all this just because we cannot iterate over |
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# all maps in C++... |
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sub cf::map::change_all_map_light { |
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my ($change) = @_; |
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|
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$_->change_map_light ($change) for values %cf::MAP; |
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} |
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|
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sub try_load_header($) { |
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my ($path) = @_; |
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|
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utf8::encode $path; |
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aio_open $path, O_RDONLY, 0 |
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or return; |
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|
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my $map = cf::map::new |
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or return; |
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|
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$map->load_header ($path) |
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or return; |
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|
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$map->{load_path} = $path; |
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use Data::Dumper; warn Dumper $map;#d# |
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|
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$map |
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} |
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|
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sub cf::map::find_map { |
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my ($path, $origin) = @_; |
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|
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#warn "find_map<$path,$origin>\n";#d# |
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|
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$path = ref $path ? $path : new cf::path $path, $origin && $origin->path; |
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my $key = $path->as_string; |
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|
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$cf::MAP{$key} || do { |
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# do it the slow way |
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my $map = try_load_header $path->save_path; |
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|
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if ($map) { |
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# safety |
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$map->{reset_time} = $cf::RUNTIME + $MAX_RESET |
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if $map->{reset_time} > $cf::RUNTIME + $MAX_RESET; |
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} else { |
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if (my $rmp = $path->random_map_params) { |
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$map = generate_random_map $key, $rmp; |
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} else { |
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$map = try_load_header $path->load_path; |
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} |
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|
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$map or return; |
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|
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$map->{reset_time} = $cf::RUNTIME + ($map->reset_timeout || 3600); |
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$map->instantiate; |
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|
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# per-player maps become, after loading, normal maps |
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$map->per_player (0) if $path->{user_rel}; |
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} |
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|
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$map->path ($key); |
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$map->{path} = $path; |
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$map->last_access ($cf::RUNTIME); |
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|
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$map->reset if $map->should_reset; |
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|
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$cf::MAP{$key} = $map |
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} |
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} |
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|
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sub cf::map::load { |
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my ($self) = @_; |
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|
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return if $self->in_memory != cf::MAP_SWAPPED; |
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|
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$self->in_memory (cf::MAP_LOADING); |
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|
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my $path = $self->{path}; |
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|
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$self->alloc; |
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$self->load_objects ($self->{load_path}, 1) |
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or return; |
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|
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if (my $uniq = $path->uniq_path) { |
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utf8::encode $uniq; |
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if (aio_open $uniq, O_RDONLY, 0) { |
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$self->clear_unique_items; |
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$self->load_objects ($uniq, 0); |
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} |
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} |
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|
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# now do the right thing for maps |
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$self->link_multipart_objects; |
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|
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unless ($self->{path}->is_style_map) { |
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$self->fix_auto_apply; |
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$self->decay_objects; |
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$self->update_buttons; |
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$self->set_darkness_map; |
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$self->difficulty ($self->estimate_difficulty) |
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unless $self->difficulty; |
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$self->activate; |
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} |
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|
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$self->in_memory (cf::MAP_IN_MEMORY); |
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} |
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|
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sub cf::map::load_map_sync { |
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my ($path, $origin) = @_; |
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|
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#warn "load_map_sync<$path, $origin>\n";#d# |
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|
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cf::sync_job { |
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my $map = cf::map::find_map $path, $origin |
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or return; |
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$map->load; |
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$map |
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} |
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} |
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|
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sub cf::map::save { |
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my ($self) = @_; |
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|
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my $save = $self->{path}->save_path; utf8::encode $save; |
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my $uniq = $self->{path}->uniq_path; utf8::encode $uniq; |
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|
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$self->{last_save} = $cf::RUNTIME; |
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|
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return unless $self->dirty; |
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|
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$self->{load_path} = $save; |
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|
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return if $self->{path}->is_style_map; |
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|
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warn "saving map ", $self->path; |
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|
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if ($uniq) { |
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$self->save_objects ($save, cf::IO_HEADER | cf::IO_OBJECTS); |
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$self->save_objects ($uniq, cf::IO_UNIQUES); |
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} else { |
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$self->save_objects ($save, cf::IO_HEADER | cf::IO_OBJECTS | cf::IO_UNIQUES); |
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} |
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} |
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|
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sub cf::map::swap_out { |
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my ($self) = @_; |
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|
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return if $self->players; |
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return if $self->in_memory != cf::MAP_IN_MEMORY; |
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|
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$self->save; |
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$self->clear; |
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$self->in_memory (cf::MAP_SWAPPED); |
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} |
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|
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sub cf::map::should_reset { |
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my ($map) = @_; |
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|
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# TODO: safety, remove and allow resettable per-player maps |
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return if $map->{path}{user_rel};#d# |
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#return unless $map->reset_timeout; |
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|
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my $time = $map->fixed_resettime ? $map->{reset_time} : $map->last_access; |
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|
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$time < $cf::RUNTIME |
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} |
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|
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sub cf::map::reset { |
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my ($self) = @_; |
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|
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return if $self->players; |
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return if $self->{path}{user_rel};#d# |
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|
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warn "resetting map ", $self->path;#d# |
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return;#d# |
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|
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utf8::encode (my $save = $self->{path}->save_path); |
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aioreq_pri 3; IO::AIO::aio_unlink $save; |
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aioreq_pri 3; IO::AIO::aio_unlink "$save.pst"; |
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|
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$self->clear; |
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$self->in_memory (cf::MAP_SWAPPED); |
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utf8::encode ($self->{load_path} = $self->{path}->load_path); |
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} |
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|
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sub cf::object::player::enter_exit { |
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my ($ob, $exit) = @_; |
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|
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return unless $ob->type == cf::PLAYER; |
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|
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my ($oldmap, $oldx, $oldy) = ($ob->map, $ob->x, $ob->y); |
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|
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$ob->enter_map ($LINK_MAP, 20, 20); |
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$ob->deactivate_recursive; |
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|
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(Coro::async { |
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my ($map, $x, $y); |
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unless (eval { |
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|
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prepare_random_map $exit |
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if $exit->slaying eq "/!"; |
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|
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my $path = new cf::path $exit->slaying, $exit->map && $exit->map->path; |
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|
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$map = cf::map::find_map $path->as_string; |
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$map = $map->customise_for ($ob) if $map; |
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($x, $y) = ($exit->stats->hp, $exit->stats->sp); |
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|
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unless ($map) { |
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$ob->message ("The exit is closed", cf::NDI_UNIQUE | cf::NDI_RED); |
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|
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# restore original map position |
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($map, $x, $y) = ($oldmap, $oldx, $oldy); |
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|
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unless ($map) { |
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$map = cf::map::find_map $emergency_position->[0] |
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or die "FATAL: cannot load emergency map\n"; |
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$x = $emergency_position->[1]; |
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$y = $emergency_position->[2]; |
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} |
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} |
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|
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# use -1, -1 as default coordinates, not 0, 0 |
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($x, $y) = ($map->enter_x, $map->enter_y) |
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if $x <=0 && $y <= 0; |
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|
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warn "entering ", $map->path, " at ($x, $y)\n";#d# |
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$map->load; |
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1; |
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}) { |
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($map, $x, $y) = ($oldmap, $oldx, $oldy); |
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|
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$ob->message ("Something went wrong deep within the crossfire server. " |
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. "I'll try to bring you back to the map you were before. " |
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. "Please report this to the dungeon master", |
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cf::NDI_UNIQUE | cf::NDI_RED); |
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|
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warn "ERROR in enter_exit: $@"; |
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} |
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$ob->activate_recursive; |
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$ob->enter_map ($map, $x, $y); |
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})->prio (1); |
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} |
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|
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sub cf::map::customise_for { |
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my ($map, $ob) = @_; |
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|
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if ($map->per_player) { |
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return cf::map::find_map "~" . $ob->name . "/" . $map->{path}{path}; |
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} |
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|
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$map |
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} |
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|
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sub cf::map::emergency_save { |
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local $cf::FREEZE = 1; |
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|
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warn "enter emergency map save\n"; |
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|
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cf::sync_job { |
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warn "begin emergency map save\n"; |
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$_->save for values %cf::MAP; |
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}; |
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|
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warn "end emergency map save\n"; |
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} |
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|