server-1.12/server/swap.c

351 lines
11 KiB
C

/*
* static char *rcsid_swap_c =
* "$Id: swap.c 11578 2009-02-23 22:02:27Z lalo $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The author can be reached via e-mail to crossfire-devel@real-time.com
*/
/**
* @file
* All those functions deal with swapping maps to disk to claim memory space.
*/
#include <global.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#include <object.h>
/**
* Writes out information on all the temporary maps. It is called by
* swap_map().
*
* Will LOG() in case of error.
*/
static void write_map_log(void) {
FILE *fp;
mapstruct *map;
char buf[MAX_BUF];
long current_time = time(NULL);
snprintf(buf, sizeof(buf), "%s/temp.maps", settings.localdir);
if (!(fp = fopen(buf, "w"))) {
LOG(llevError, "Could not open %s for writing\n", buf);
return;
}
for (map = first_map; map != NULL; map = map->next) {
/* If tmpname is null, it is probably a unique player map,
* so don't save information on it.
*/
if (map->in_memory != MAP_IN_MEMORY
&& (map->tmpname != NULL)
&& (strncmp(map->path, "/random", 7))) {
/* the 0 written out is a leftover from the lock number for
* unique items and second one is from encounter maps.
* Keep using it so that old temp files continue
* to work.
*/
fprintf(fp, "%s:%s:%ld:0:0:%d:0:%d\n", map->path, map->tmpname,
(map->reset_time == -1 ? -1 : map->reset_time-current_time),
map->difficulty,
map->darkness);
}
}
fclose(fp);
}
/**
* Reads temporary maps information from disk.
*
* Will LOG() in case of error.
*/
void read_map_log(void) {
FILE *fp;
mapstruct *map;
char buf[MAX_BUF], *cp, *cp1;
int do_los, darkness, lock;
long sec = seconds();
snprintf(buf, sizeof(buf), "%s/temp.maps", settings.localdir);
if (!(fp = fopen(buf, "r"))) {
LOG(llevDebug, "Could not open %s for reading\n", buf);
return;
}
while (fgets(buf, MAX_BUF, fp) != NULL) {
map = get_linked_map();
/* scanf doesn't work all that great on strings, so we break
* out that manually. strdup is used for tmpname, since other
* routines will try to free that pointer.
*/
cp = strchr(buf, ':');
*cp++ = '\0';
strcpy(map->path, buf);
cp1 = strchr(cp, ':');
*cp1++ = '\0';
map->tmpname = strdup_local(cp);
/* Lock is left over from the lock items - we just toss it now.
* We use it twice - second one is from encounter, but as we
* don't care about the value, this works fine
*/
sscanf(cp1, "%u:%d:%d:%hu:%d:%d\n", &map->reset_time, &lock, &lock, &map->difficulty, &do_los, &darkness);
map->in_memory = MAP_SWAPPED;
map->darkness = darkness;
map->timeout = 0;
/* When the reset time is saved out, it is adjusted so that
* the current time is subtracted (thus, it is saved as number
* of seconds from current time that it should reset). We need
* to add in the current seconds for this to work right.
* On metalforge, strange behavior was observed with really high
* reset times - I don't know how they got to that state,
* but easy enough to do some sanity checking here.
*/
map->reset_time += sec;
if (map->reset_time > (sec+MAP_MAXRESET))
map->reset_time = 0;
}
fclose(fp);
}
/**
* Swaps a map to disk.
*
* After calling this function, the map will be:
* - swapped to disk
* - kept in memory in case of save error
*
* @param map
* map to swap.
* @return
* one of @ref SAVE_ERROR_xxx "SAVE_ERROR_xxx".
*/
int swap_map(mapstruct *map) {
player *pl;
int res;
if (map->in_memory != MAP_IN_MEMORY) {
LOG(llevError, "Tried to swap out map which was not in memory.\n");
return SAVE_ERROR_NOT_IN_MEMORY;
}
for (pl = first_player; pl != NULL; pl = pl->next)
if (pl->ob == NULL || (!(QUERY_FLAG(pl->ob, FLAG_REMOVED)) && pl->ob->map == map))
break;
if (pl != NULL) {
LOG(llevDebug, "Wanted to swap out map with player.\n");
return SAVE_ERROR_PLAYER;
}
remove_all_pets(); /* Give them a chance to follow */
/* Update the reset time. Only do this is STAND_STILL is not set */
if (!map->fixed_resettime)
set_map_reset_time(map);
/* If it is immediate reset time, don't bother saving it - just get
* rid of it right away.
*/
if (map->reset_time <= seconds()) {
mapstruct *oldmap = map;
LOG(llevDebug, "Resetting map %s.\n", map->path);
/* Lauwenmark : Here we handle the MAPRESET global event */
execute_global_event(EVENT_MAPRESET, map);
map = map->next;
delete_map(oldmap);
return SAVE_ERROR_OK;
}
if ((res = save_map(map, SAVE_MODE_NORMAL)) < 0) {
LOG(llevError, "Failed to swap map %s.\n", map->path);
/* This is sufficiently critical to mandate to warn all DMs. */
draw_ext_info_format(NDI_ALL_DMS|NDI_UNIQUE|NDI_RED, -1, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE,
"Failed to swap map %s!", NULL, map->path);
/* Map is *not *swapped. */
map->in_memory = MAP_IN_MEMORY;
return res;
}
free_map(map);
if (settings.recycle_tmp_maps == TRUE)
write_map_log();
return SAVE_ERROR_OK;
}
/**
* Finds maps in memory to reset.
*
* @todo
* The check for MAX_OBJECTS_LWM is wrongly placed, and should be moved elsewhere.
*/
void check_active_maps(void) {
mapstruct *map, *next;
for (map = first_map; map != NULL; map = next) {
next = map->next;
if (map->in_memory != MAP_IN_MEMORY)
continue;
if (!map->timeout)
continue;
if (--(map->timeout) > 0)
continue;
/* If LWM is set, we only swap maps out when we run out of objects */
#ifndef MAX_OBJECTS_LWM
swap_map(map);
#endif
}
}
/**
* Returns the map with the lowest timeout variable (not 0).
*
* @param except_level
* path of map to ignore for reset. Musn't be NULL.
* @return
* map, or NULL if no map is ready for reset.
*/
static mapstruct *map_least_timeout(const char *except_level) {
mapstruct *map, *chosen = NULL;
int timeout = MAP_MAXTIMEOUT+1;
for (map = first_map; map != NULL; map = map->next)
if (map->in_memory == MAP_IN_MEMORY
&& strcmp(map->path, except_level)
&& map->timeout
&& map->timeout < timeout)
chosen = map, timeout = map->timeout;
return chosen;
}
/**
* Tries to swap out maps which are still in memory, because
* of MAP_TIMEOUT until used objects is below MAX_OBJECTS or there are
* no more maps to swap.
*
* @param except_level
* path of map to ignore for reset. Musn't be NULL.
*/
void swap_below_max(const char *except_level) {
mapstruct *map;
if (nrofallocobjects-nroffreeobjects < MAX_OBJECTS)
return;
for (;;) {
#ifdef MAX_OBJECTS_LWM
if (nrofallocobjects-nroffreeobjects < MAX_OBJECTS_LWM)
return;
#else
if (nrofallocobjects-nroffreeobjects < MAX_OBJECTS)
return;
#endif
if ((map = map_least_timeout(except_level)) == NULL)
return;
LOG(llevDebug, "Trying to swap out %s before its time.\n", map->path);
map->timeout = 0;
swap_map(map);
}
}
/**
* Returns the count of players on a map, calculated from player list.
*
* @param m
* map we want the count of players on.
* @param show_all
* if true, show everyone. If not, don't show hidden players (dms)
* @return
* player count.
*
* @todo
* this doesn't take into account transports. Should be removed when mapstruct::players is valid.
*/
int players_on_map(mapstruct *m, int show_all) {
player *pl;
int nr = 0;
for (pl = first_player; pl != NULL; pl = pl->next)
if (pl->ob != NULL
&& !QUERY_FLAG(pl->ob, FLAG_REMOVED)
&& pl->ob->map == m
&& (show_all || !pl->hidden))
nr++;
return nr;
}
/**
* Removes tmp-files of maps which are going to be reset next time
* they are visited.
* This is very useful if the tmp-disk is very full.
*/
void flush_old_maps(void) {
mapstruct *m, *oldmap;
long sec;
sec = seconds();
m = first_map;
while (m) {
/* There can be cases (ie death) where a player leaves a map and the timeout
* is not set so it isn't swapped out.
*/
if ((m->in_memory == MAP_IN_MEMORY)
&& (m->timeout == 0)
&& !players_on_map(m, TRUE)) {
set_map_timeout(m);
}
/* per player unique maps are never really reset. However, we do want
* to perdiocially remove the entries in the list of active maps - this
* generates a cleaner listing if a player issues the map commands, and
* keeping all those swapped out per player unique maps also has some
* memory and cpu consumption.
* We do the cleanup here because there are lots of places that call
* swap map, and doing it within swap map may cause problems as
* the functions calling it may not expect the map list to change
* underneath them.
*/
if ((m->unique || m->is_template) && m->in_memory == MAP_SWAPPED) {
LOG(llevDebug, "Resetting map %s.\n", m->path);
oldmap = m;
m = m->next;
delete_map(oldmap);
} else if (m->in_memory != MAP_SWAPPED
|| m->tmpname == NULL
|| sec < m->reset_time) {
m = m->next;
} else {
LOG(llevDebug, "Resetting map %s.\n", m->path);
/* Lauwenmark : Here we handle the MAPRESET global event */
execute_global_event(EVENT_MAPRESET, m);
clean_tmp_map(m);
oldmap = m;
m = m->next;
delete_map(oldmap);
}
}
}