Crossfire Server, Trunk
swap.c
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
19 #include "global.h"
20 
21 #include <string.h>
22 
23 #include "object.h"
24 #include "output_file.h"
25 #include "sproto.h"
26 
33 static void write_map_log(void) {
34  FILE *fp;
35  OutputFile of;
36  mapstruct *map;
37  char buf[MAX_BUF];
38  long current_time = time(NULL);
39 
40  snprintf(buf, sizeof(buf), "%s/temp.maps", settings.localdir);
41  fp = of_open(&of, buf);
42  if (fp == NULL)
43  return;
44  for (map = first_map; map != NULL; map = map->next) {
45  /* If tmpname is null, it is probably a unique player map,
46  * so don't save information on it.
47  */
48  if (map->in_memory != MAP_IN_MEMORY
49  && (map->tmpname != NULL)
50  && (strncmp(map->path, "/random", 7))) {
51  /* the 0 written out is a leftover from the lock number for
52  * unique items and second one is from encounter maps.
53  * Keep using it so that old temp files continue
54  * to work.
55  */
56  fprintf(fp, "%s:%s:%ld:0:0:%d:0:%d\n", map->path, map->tmpname,
57  (map->reset_time == (uint32_t)-1 ? -1 : map->reset_time-current_time),
58  map->difficulty,
59  map->darkness);
60  }
61  }
62  of_close(&of);
63 }
64 
70 void read_map_log(void) {
71  FILE *fp;
72  mapstruct *map;
73  char buf[MAX_BUF];
74  int do_los, darkness, lock;
75  long sec = seconds();
76 
77  snprintf(buf, sizeof(buf), "%s/temp.maps", settings.localdir);
78  if (!(fp = fopen(buf, "r"))) {
79  LOG(llevDebug, "Could not open %s for reading\n", buf);
80  return;
81  }
82  while (fgets(buf, MAX_BUF, fp) != NULL) {
83  char *tmp[3];
84 
85  map = get_linked_map();
86  /* scanf doesn't work all that great on strings, so we break
87  * out that manually. strdup is used for tmpname, since other
88  * routines will try to free that pointer.
89  */
90  if (split_string(buf, tmp, sizeof(tmp)/sizeof(*tmp), ':') != 3) {
91  LOG(llevDebug, "%s/temp.maps: ignoring invalid line: %s\n", settings.localdir, buf);
92  continue;
93  }
94 
95  safe_strncpy(map->path, tmp[0], sizeof(map->path));
96  map->tmpname = strdup_local(tmp[1]);
97 
98  /* Lock is left over from the lock items - we just toss it now.
99  * We use it twice - second one is from encounter, but as we
100  * don't care about the value, this works fine
101  */
102  sscanf(tmp[2], "%u:%d:%d:%hu:%d:%d\n", &map->reset_time, &lock, &lock, &map->difficulty, &do_los, &darkness);
103 
104  map->in_memory = MAP_SWAPPED;
105  map->darkness = darkness;
106  map->timeout = 0;
107 
108  /* When the reset time is saved out, it is adjusted so that
109  * the current time is subtracted (thus, it is saved as number
110  * of seconds from current time that it should reset). We need
111  * to add in the current seconds for this to work right.
112  * On metalforge, strange behavior was observed with really high
113  * reset times - I don't know how they got to that state,
114  * but easy enough to do some sanity checking here.
115  */
116  map->reset_time += sec;
117  if (map->reset_time > (sec+MAP_MAXRESET))
118  map->reset_time = 0;
119  }
120  fclose(fp);
121 }
122 
136  player *pl;
137  int res;
138 
139  if (map->in_memory != MAP_IN_MEMORY) {
140  LOG(llevError, "Tried to swap out map which was not in memory.\n");
142  }
143  for (pl = first_player; pl != NULL; pl = pl->next)
144  if (pl->ob == NULL || (!(QUERY_FLAG(pl->ob, FLAG_REMOVED)) && pl->ob->map == map))
145  break;
146 
147  if (pl != NULL) {
148  LOG(llevDebug, "Wanted to swap out map with player.\n");
149  map->timeout = 0;
150  return SAVE_ERROR_PLAYER;
151  }
152  pets_attempt_follow(0, 0); /* Give them a chance to follow */
153 
154  /* Update the reset time. Only do this is STAND_STILL is not set */
155  if (!map->fixed_resettime)
157 
158  /* If it is immediate reset time, don't bother saving it - just get
159  * rid of it right away.
160  */
161  if (map->reset_time <= seconds()) {
162  mapstruct *oldmap = map;
163 
164  LOG(llevDebug, "Resetting map %s.\n", map->path);
166  map = map->next;
167  delete_map(oldmap);
168  return SAVE_ERROR_OK;
169  }
170 
171  if ((res = save_map(map, SAVE_MODE_NORMAL)) < 0) {
172  LOG(llevError, "Failed to swap map %s.\n", map->path);
173  /* This is sufficiently critical to mandate to warn all DMs. */
175  "Failed to swap map %s!", map->path);
176  /* Map is *not *swapped. */
177  map->in_memory = MAP_IN_MEMORY;
178 
179  // Add random delay to avoid repeated failing attempts at swapping.
180  map->timeout = 60 + rndm(0, 30);
181  return res;
182  }
183 
184  map->timeout = 0;
185  free_map(map);
186 
188  write_map_log();
189 
190  return SAVE_ERROR_OK;
191 }
192 
196 void check_active_maps(void) {
197  /* Swapping can take many tens of milliseconds. Swapping too many maps in
198  * one tick can cause enough latency for the server to skip time. */
199  int num_to_swap = 1;
200 
201  mapstruct *map, *next;
202  for (map = first_map; map != NULL; map = next) {
203  next = map->next;
204  if (map->in_memory == MAP_IN_MEMORY) {
205  // map->timeout == 0 means to never swap
206  if (map->timeout > 1) {
207  map->timeout -= 1;
208  } else if (num_to_swap > 0 && map->timeout == 1) {
209  swap_map(map);
210  num_to_swap -= 1;
211  }
212  }
213  }
214 }
215 
229 int players_on_map(mapstruct *m, int show_all) {
230  player *pl;
231  int nr = 0;
232 
233  for (pl = first_player; pl != NULL; pl = pl->next)
234  if (pl->ob != NULL
236  && pl->ob->map == m
237  && (show_all || !pl->hidden))
238  nr++;
239  return nr;
240 }
241 
247 void flush_old_maps(void) {
248  mapstruct *m, *oldmap;
249  long sec;
250  sec = seconds();
251 
252  m = first_map;
253  while (m) {
254  /* There can be cases (ie death) where a player leaves a map and the timeout
255  * is not set so it isn't swapped out.
256  */
257  if ((m->in_memory == MAP_IN_MEMORY)
258  && (m->timeout == 0)
259  && !players_on_map(m, TRUE)) {
261  }
262 
263  /* per player unique maps are never really reset. However, we do want
264  * to perdiocially remove the entries in the list of active maps - this
265  * generates a cleaner listing if a player issues the map commands, and
266  * keeping all those swapped out per player unique maps also has some
267  * memory and cpu consumption.
268  * We do the cleanup here because there are lots of places that call
269  * swap map, and doing it within swap map may cause problems as
270  * the functions calling it may not expect the map list to change
271  * underneath them.
272  */
273  if ((m->unique || m->is_template) && m->in_memory == MAP_SWAPPED) {
274  LOG(llevDebug, "Resetting map %s.\n", m->path);
275  oldmap = m;
276  m = m->next;
277  delete_map(oldmap);
278  } else if (m->in_memory != MAP_SWAPPED
279  || m->tmpname == NULL
280  || sec < m->reset_time) {
281  m = m->next;
282  } else {
283  LOG(llevDebug, "Resetting map %s.\n", m->path);
285  clean_tmp_map(m);
286  oldmap = m;
287  m = m->next;
288  delete_map(oldmap);
289  }
290  }
291 }
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Definition: map.c:786
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Definition: give.py:44
output_file.h
global.h
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Definition: swap.c:135
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Definition: map.c:1958
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Definition: object.h:298
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Definition: swap.c:70
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Definition: disinfect.py:4
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Definition: output_file.c:61
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Definition: swap.c:247
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Definition: global.h:115
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Definition: swap.c:33
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Definition: swap.c:229
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