/*
* cque.c -- commands and functions for manipulating the command queue
*/
/*
* $Id: cque.c,v 1.3 1995/11/22 23:33:17 root Exp $
*/
#include "copyright.h"
#include "autoconf.h"
#include <signal.h>
#include "mudconf.h"
#include "config.h"
#include "db.h"
#include "htab.h"
#include "interface.h"
#include "match.h"
#include "externs.h"
#include "attrs.h"
#include "flags.h"
#include "powers.h"
#include "command.h"
#include "alloc.h"
extern int FDECL(a_Queue, (dbref, int));
extern void FDECL(s_Queue, (dbref, int));
extern int FDECL(QueueMax, (dbref));
/*
* ---------------------------------------------------------------------------
* * add_to: Adjust an object's queue or semaphore count.
*/
static int add_to(player, am, attrnum)
dbref player;
int am, attrnum;
{
int num, aflags;
dbref aowner;
char buff[20];
char *atr_gotten;
num = atoi(atr_gotten = atr_get(player, attrnum, &aowner, &aflags));
free_lbuf(atr_gotten);
num += am;
if (num)
sprintf(buff, "%d", num);
else
*buff = '\0';
atr_add_raw(player, attrnum, buff);
return (num);
}
/*
* ---------------------------------------------------------------------------
* * give_que: Thread a queue block onto the high or low priority queue
*/
static void give_que(tmp)
BQUE *tmp;
{
tmp->next = NULL;
tmp->waittime = 0;
/*
* Thread the command into the correct queue
*/
if (Typeof(tmp->cause) == TYPE_PLAYER) {
if (mudstate.qlast != NULL) {
mudstate.qlast->next = tmp;
mudstate.qlast = tmp;
} else
mudstate.qlast = mudstate.qfirst = tmp;
} else {
if (mudstate.qllast) {
mudstate.qllast->next = tmp;
mudstate.qllast = tmp;
} else
mudstate.qllast = mudstate.qlfirst = tmp;
}
}
/*
* ---------------------------------------------------------------------------
* * que_want: Do we want this queue entry?
*/
static int que_want(entry, ptarg, otarg)
BQUE *entry;
dbref ptarg, otarg;
{
if ((ptarg != NOTHING) && (ptarg != Owner(entry->player)))
return 0;
if ((otarg != NOTHING) && (otarg != entry->player))
return 0;
return 1;
}
/*
* ---------------------------------------------------------------------------
* * halt_que: Remove all queued commands from a certain player
*/
int halt_que(player, object)
dbref player, object;
{
BQUE *trail, *point, *next;
int numhalted;
numhalted = 0;
/*
* Player queue
*/
for (point = mudstate.qfirst, trail = NULL; point; point = next)
if (que_want(point, player, object)) {
numhalted++;
if (trail)
trail->next = next = point->next;
else
mudstate.qfirst = next = point->next;
free(point->text);
free_qentry(point);
} else
next = (trail = point)->next;
mudstate.qlast = NULL;
/*
* Object queue
*/
for (point = mudstate.qlfirst, trail = NULL; point; point = next)
if (que_want(point, player, object)) {
numhalted++;
if (trail)
trail->next = next = point->next;
else
mudstate.qlfirst = next = point->next;
free(point->text);
free_qentry(point);
} else
next = (trail = point)->next;
mudstate.qllast = NULL;
/*
* Wait queue
*/
for (point = mudstate.qwait, trail = NULL; point; point = next)
if (que_want(point, player, object)) {
numhalted++;
if (trail)
trail->next = next = point->next;
else
mudstate.qwait = next = point->next;
free(point->text);
free_qentry(point);
} else
next = (trail = point)->next;
/*
* Semaphore queue
*/
for (point = mudstate.qsemfirst, trail = NULL; point; point = next)
if (que_want(point, player, object)) {
numhalted++;
if (trail)
trail->next = next = point->next;
else
mudstate.qsemfirst = next = point->next;
if (point == mudstate.qsemlast)
mudstate.qsemlast = trail;
add_to(point->sem, -1, A_SEMAPHORE);
free(point->text);
free_qentry(point);
} else
next = (trail = point)->next;
if (player == NOTHING)
player = Owner(object);
giveto(player, (mudconf.waitcost * numhalted));
if (object == NOTHING)
s_Queue(player, 0);
else
a_Queue(player, -numhalted);
return numhalted;
}
/*
* ---------------------------------------------------------------------------
* * do_halt: Command interface to halt_que.
*/
void do_halt(player, cause, key, target)
dbref player, cause;
int key;
char *target;
{
dbref player_targ, obj_targ;
int numhalted;
if ((key & HALT_ALL) && !(Can_Halt(player))) {
notify(player, "Permission denied.");
return;
}
/*
* Figure out what to halt
*/
if (!target || !*target) {
obj_targ = NOTHING;
if (key & HALT_ALL) {
player_targ = NOTHING;
} else {
player_targ = Owner(player);
if (Typeof(player) != TYPE_PLAYER)
obj_targ = player;
}
} else {
if (Can_Halt(player))
obj_targ = match_thing(player, target);
else
obj_targ = match_controlled(player, target);
if (obj_targ == NOTHING)
return;
if (key & HALT_ALL) {
notify(player, "Can't specify a target and /all");
return;
}
if (Typeof(obj_targ) == TYPE_PLAYER) {
player_targ = obj_targ;
obj_targ = NOTHING;
} else {
player_targ = NOTHING;
}
}
numhalted = halt_que(player_targ, obj_targ);
if (Quiet(player))
return;
if (numhalted == 1)
notify(Owner(player), "1 queue entries removed.");
else
notify(Owner(player),
tprintf("%d queue entries removed.", numhalted));
}
/*
* ---------------------------------------------------------------------------
* * nfy_que: Notify commands from the queue and perform or discard them.
*/
int nfy_que(sem, key, count)
dbref sem;
int key, count;
{
BQUE *point, *trail, *next;
int num, aflags;
dbref aowner;
char *str;
str = atr_get(sem, A_SEMAPHORE, &aowner, &aflags);
num = atoi(str);
free_lbuf(str);
if (num > 0) {
num = 0;
for (point = mudstate.qsemfirst, trail = NULL; point; point = next) {
if (point->sem == sem) {
num++;
if (trail)
trail->next = next = point->next;
else
mudstate.qsemfirst = next = point->next;
if (point == mudstate.qsemlast)
mudstate.qsemlast = trail;
/*
* Either run or discard the command
*/
if (key != NFY_DRAIN) {
give_que(point);
} else {
giveto(point->player,
mudconf.waitcost);
a_Queue(Owner(point->player), -1);
free(point->text);
free_qentry(point);
}
} else {
next = (trail = point)->next;
}
/*
* If we've notified enough, exit
*/
if ((key == NFY_NFY) && (num >= count))
next = NULL;
}
} else {
num = 0;
}
/*
* Update the sem waiters count
*/
if (key == NFY_NFY)
add_to(sem, -count, A_SEMAPHORE);
else
atr_clr(sem, A_SEMAPHORE);
return num;
}
/*
* ---------------------------------------------------------------------------
* * do_notify: Command interface to nfy_que
*/
void do_notify(player, cause, key, what, count)
dbref player, cause;
int key;
char *what, *count;
{
dbref thing;
int loccount;
init_match(player, what, NOTYPE);
match_everything(0);
if ((thing = noisy_match_result()) < 0) {
notify(player, "No match.");
} else if (!controls(player, thing) && !Link_ok(thing)) {
notify(player, "Permission denied.");
} else {
if (count && *count)
loccount = atoi(count);
else
loccount = 1;
if (loccount > 0) {
nfy_que(thing, key, loccount);
if (!(Quiet(player) || Quiet(thing))) {
if (key == NFY_DRAIN)
notify_quiet(player, "Drained.");
else
notify_quiet(player, "Notified.");
}
}
}
}
/*
* ---------------------------------------------------------------------------
* * setup_que: Set up a queue entry.
*/
static BQUE *setup_que(player, cause, command, args, nargs, sargs)
dbref player, cause;
char *command, *args[], *sargs[];
int nargs;
{
int a, tlen;
BQUE *tmp;
char *tptr;
/*
* Can we run commands at all?
*/
if (Halted(player))
return NULL;
/*
* make sure player can afford to do it
*/
a = mudconf.waitcost;
if ((random() % mudconf.machinecost) == 0)
a++;
if (!payfor(player, a)) {
notify(Owner(player), "Not enough money to queue command.");
return NULL;
}
/*
* Wizards and their objs may queue up to db_top+1 cmds. Players are
* * * * * * * limited to QUEUE_QUOTA. -mnp
*/
a = QueueMax(Owner(player));
if (a_Queue(Owner(player), 1) > a) {
notify(Owner(player),
"Run away objects: too many commands queued. Halted.");
halt_que(Owner(player), NOTHING);
/*
* halt also means no command execution allowed
*/
s_Halted(player);
return NULL;
}
/*
* We passed all the tests
*/
/*
* Calculate the length of the save string
*/
tlen = 0;
if (command)
tlen = strlen(command) + 1;
if (nargs > NUM_ENV_VARS)
nargs = NUM_ENV_VARS;
for (a = 0; a < nargs; a++) {
if (args[a])
tlen += (strlen(args[a]) + 1);
}
if (sargs) {
for (a = 0; a < NUM_ENV_VARS; a++) {
if (sargs[a])
tlen += (strlen(sargs[a]) + 1);
}
}
/*
* Create the qeue entry and load the save string
*/
tmp = alloc_qentry("setup_que.qblock");
tmp->comm = NULL;
for (a = 0; a < NUM_ENV_VARS; a++) {
tmp->env[a] = NULL;
}
for (a = 0; a < MAX_GLOBAL_REGS; a++) {
tmp->scr[a] = NULL;
}
tptr = tmp->text = (char *)malloc(tlen);
if (command) {
StringCopy(tptr, command);
tmp->comm = tptr;
tptr += (strlen(command) + 1);
}
for (a = 0; a < nargs; a++) {
if (args[a]) {
StringCopy(tptr, args[a]);
tmp->env[a] = tptr;
tptr += (strlen(args[a]) + 1);
}
}
if (sargs) {
for (a = 0; a < MAX_GLOBAL_REGS; a++) {
if (sargs[a]) {
StringCopy(tptr, sargs[a]);
tmp->scr[a] = tptr;
tptr += (strlen(sargs[a]) + 1);
}
}
}
/*
* Load the rest of the queue block
*/
tmp->player = player;
tmp->waittime = 0;
tmp->next = NULL;
tmp->sem = NOTHING;
tmp->cause = cause;
tmp->nargs = nargs;
return tmp;
}
/*
* ---------------------------------------------------------------------------
* * wait_que: Add commands to the wait or semaphore queues.
*/
void wait_que(player, cause, wait, sem, command, args, nargs, sargs)
dbref player, cause, sem;
int wait, nargs;
char *command, *args[], *sargs[];
{
BQUE *tmp, *point, *trail;
if (mudconf.control_flags & CF_INTERP)
tmp = setup_que(player, cause, command, args, nargs, sargs);
else
tmp = NULL;
if (tmp == NULL) {
return;
}
if (wait != 0)
tmp->waittime = time(NULL) + wait;
tmp->sem = sem;
if (sem == NOTHING) {
/*
* No semaphore, put on wait queue if wait value specified. *
*
* * * * * * * * * * Otherwise put on the normal queue.
*/
if (wait <= 0) {
give_que(tmp);
} else {
for (point = mudstate.qwait, trail = NULL;
point && point->waittime <= tmp->waittime;
point = point->next) {
trail = point;
}
tmp->next = point;
if (trail != NULL)
trail->next = tmp;
else
mudstate.qwait = tmp;
}
} else {
tmp->next = NULL;
if (mudstate.qsemlast != NULL)
mudstate.qsemlast->next = tmp;
else
mudstate.qsemfirst = tmp;
mudstate.qsemlast = tmp;
}
}
/*
* ---------------------------------------------------------------------------
* * do_wait: Command interface to wait_que
*/
void do_wait(player, cause, key, event, cmd, cargs, ncargs)
dbref player, cause;
int key, ncargs;
char *event, *cmd, *cargs[];
{
dbref thing;
int howlong, num;
char *what;
/*
* If arg1 is all numeric, do simple (non-sem) timed wait.
*/
if (is_number(event)) {
howlong = atoi(event);
wait_que(player, cause, howlong, NOTHING, cmd,
cargs, ncargs, mudstate.global_regs);
return;
}
/*
* Semaphore wait with optional timeout
*/
what = parse_to(&event, '/', 0);
init_match(player, what, NOTYPE);
match_everything(0);
thing = noisy_match_result();
if (!Good_obj(thing)) {
notify(player, "No match.");
} else if (!controls(player, thing) && !Link_ok(thing)) {
notify(player, "Permission denied.");
} else {
/*
* Get timeout, default 0
*/
if (event && *event)
howlong = atoi(event);
else
howlong = 0;
num = add_to(thing, 1, A_SEMAPHORE);
if (num <= 0) {
/*
* thing over-notified, run the command immediately
*/
thing = NOTHING;
howlong = 0;
}
wait_que(player, cause, howlong, thing, cmd,
cargs, ncargs, mudstate.global_regs);
}
}
/*
* ---------------------------------------------------------------------------
* * que_next: Return the time in seconds until the next command should be
* * run from the queue.
*/
int NDECL(que_next)
{
int min, this;
BQUE *point;
/*
* If there are commands in the player queue, we want to run them * *
*
* * * * * * * * immediately.
*/
if (test_top())
return 0;
/*
* If there are commands in the object queue, we want to run them * *
*
* * * * * * * * after a one-second pause.
*/
if (mudstate.qlfirst != NULL)
return 1;
/*
* Walk the wait and semaphore queues, looking for the smallest * * *
*
* * * * * * wait value. Return the smallest value - 1, because
* the * command * * * * * gets moved to the player queue when it has
* 1 * second to go.
*/
min = 1000;
for (point = mudstate.qwait; point; point = point->next) {
this = point->waittime - mudstate.now;
if (this <= 2)
return 1;
if (this < min)
min = this;
}
for (point = mudstate.qsemfirst; point; point = point->next) {
if (point->waittime == 0) /*
* * Skip if no timeout
*/
continue;
this = point->waittime - mudstate.now;
if (this <= 2)
return 1;
if (this < min)
min = this;
}
return min - 1;
}
/*
* ---------------------------------------------------------------------------
* * do_second: Check the wait and semaphore queues for commands to remove.
*/
void NDECL(do_second)
{
BQUE *trail, *point, *next;
char *cmdsave;
/*
* move contents of low priority queue onto end of normal one * this
* * * * * * helps to keep objects from getting out of control since
* * * * its * * * affects on other objects happen only after one
* seconds * * * this * * * should allow @halt to be type before
* getting blown * away * * by * * * scrolling text
*/
if ((mudconf.control_flags & CF_DEQUEUE) == 0)
return;
cmdsave = mudstate.debug_cmd;
mudstate.debug_cmd = (char *)"< do_second >";
if (mudstate.qlfirst) {
if (mudstate.qlast)
mudstate.qlast->next = mudstate.qlfirst;
else
mudstate.qfirst = mudstate.qlfirst;
mudstate.qlast = mudstate.qllast;
mudstate.qllast = mudstate.qlfirst = NULL;
}
/*
* Note: the point->waittime test would be 0 except the command is *
* * * * * * being put in the low priority queue to be done in one *
* second * * * * anyways
*/
/*
* Do the wait queue
*/
for (point = mudstate.qwait; point && point->waittime <= mudstate.now;
point = point->next) {
mudstate.qwait = point->next;
give_que(point);
}
/*
* Check the semaphore queue for expired timed-waits
*/
for (point = mudstate.qsemfirst, trail = NULL; point; point = next) {
if (point->waittime == 0) {
next = (trail = point)->next;
continue; /*
* Skip if not timed-wait
*/
}
if (point->waittime <= mudstate.now) {
if (trail != NULL)
trail->next = next = point->next;
else
mudstate.qsemfirst = next = point->next;
if (point == mudstate.qsemlast)
mudstate.qsemlast = trail;
add_to(point->sem, -1, A_SEMAPHORE);
point->sem = NOTHING;
give_que(point);
} else
next = (trail = point)->next;
}
mudstate.debug_cmd = cmdsave;
return;
}
/*
* ---------------------------------------------------------------------------
* * do_top: Execute the command at the top of the queue
*/
int do_top(ncmds)
int ncmds;
{
BQUE *tmp;
dbref player;
int count, i;
char *command, *cp, *cmdsave;
if ((mudconf.control_flags & CF_DEQUEUE) == 0)
return 0;
cmdsave = mudstate.debug_cmd;
mudstate.debug_cmd = (char *)"< do_top >";
for (count = 0; count < ncmds; count++) {
if (!test_top()) {
mudstate.debug_cmd = cmdsave;
for (i = 0; i < MAX_GLOBAL_REGS; i++)
*mudstate.global_regs[i] = '\0';
return count;
}
player = mudstate.qfirst->player;
if ((player >= 0) && !Going(player)) {
giveto(player, mudconf.waitcost);
mudstate.curr_enactor = mudstate.qfirst->cause;
mudstate.curr_player = player;
a_Queue(Owner(player), -1);
mudstate.qfirst->player = 0;
if (!Halted(player)) {
/*
* Load scratch args
*/
for (i = 0; i < MAX_GLOBAL_REGS; i++) {
if (mudstate.qfirst->scr[i]) {
StringCopy(mudstate.global_regs[i],
mudstate.qfirst->scr[i]);
} else {
*mudstate.global_regs[i] = '\0';
}
}
command = mudstate.qfirst->comm;
while (command) {
cp = parse_to(&command, ';', 0);
if (cp && *cp) {
process_command(player,
mudstate.qfirst->cause,
0, cp,
mudstate.qfirst->env,
mudstate.qfirst->nargs);
}
}
}
}
tmp = mudstate.qfirst;
mudstate.qfirst = mudstate.qfirst->next;
if (!mudstate.qfirst)
mudstate.qlast = NULL;
free(tmp->text);
free_qentry(tmp);
}
for (i = 0; i < MAX_GLOBAL_REGS; i++)
*mudstate.global_regs[i] = '\0';
mudstate.debug_cmd = cmdsave;
return count;
}
/*
* ---------------------------------------------------------------------------
* * do_ps: tell player what commands they have pending in the queue
*/
static void show_que(player, key, queue, qtot, qent, qdel,
player_targ, obj_targ, header)
dbref player, player_targ, obj_targ;
int key, *qtot, *qent, *qdel;
BQUE *queue;
const char *header;
{
BQUE *tmp;
char *bp, *bufp;
int i;
*qtot = 0;
*qent = 0;
*qdel = 0;
for (tmp = queue; tmp; tmp = tmp->next) {
(*qtot)++;
if (que_want(tmp, player_targ, obj_targ)) {
(*qent)++;
if (key == PS_SUMM)
continue;
if (*qent == 1)
notify(player,
tprintf("----- %s Queue -----",
header));
bufp = unparse_object(player, tmp->player, 0);
if ((tmp->waittime > 0) && (Good_obj(tmp->sem)))
notify(player,
tprintf("[#%d/%d]%s:%s",
tmp->sem,
tmp->waittime - mudstate.now,
bufp, tmp->comm));
else if (tmp->waittime > 0)
notify(player,
tprintf("[%d]%s:%s",
tmp->waittime - mudstate.now,
bufp, tmp->comm));
else if (Good_obj(tmp->sem))
notify(player,
tprintf("[#%d]%s:%s", tmp->sem,
bufp, tmp->comm));
else
notify(player,
tprintf("%s:%s", bufp, tmp->comm));
bp = bufp;
if (key == PS_LONG) {
for (i = 0; i < (tmp->nargs); i++) {
if (tmp->env[i] != NULL) {
safe_str((char *)"; Arg",
bufp, &bp);
safe_chr(i + '0', bufp, &bp);
safe_str((char *)"='",
bufp, &bp);
safe_str(tmp->env[i],
bufp, &bp);
safe_chr('\'', bufp, &bp);
}
}
*bp = '\0';
bp = unparse_object(player, tmp->cause, 0);
notify(player,
tprintf(" Enactor: %s%s",
bp, bufp));
free_lbuf(bp);
}
free_lbuf(bufp);
} else if (tmp->player == 0) {
(*qdel)++;
}
}
return;
}
void do_ps(player, cause, key, target)
dbref player, cause;
int key;
char *target;
{
char *bufp;
dbref player_targ, obj_targ;
int pqent, pqtot, pqdel, oqent, oqtot, oqdel, wqent, wqtot, sqent,
sqtot, i;
/*
* Figure out what to list the queue for
*/
if ((key & PS_ALL) && !(See_Queue(player))) {
notify(player, "Permission denied.");
return;
}
if (!target || !*target) {
obj_targ = NOTHING;
if (key & PS_ALL) {
player_targ = NOTHING;
} else {
player_targ = Owner(player);
if (Typeof(player) != TYPE_PLAYER)
obj_targ = player;
}
} else {
player_targ = Owner(player);
obj_targ = match_controlled(player, target);
if (obj_targ == NOTHING)
return;
if (key & PS_ALL) {
notify(player, "Can't specify a target and /all");
return;
}
if (Typeof(obj_targ) == TYPE_PLAYER) {
player_targ = obj_targ;
obj_targ = NOTHING;
}
}
key = key & ~PS_ALL;
switch (key) {
case PS_BRIEF:
case PS_SUMM:
case PS_LONG:
break;
default:
notify(player, "Illegal combination of switches.");
return;
}
/*
* Go do it
*/
show_que(player, key, mudstate.qfirst, &pqtot, &pqent, &pqdel,
player_targ, obj_targ, "Player");
show_que(player, key, mudstate.qlfirst, &oqtot, &oqent, &oqdel,
player_targ, obj_targ, "Object");
show_que(player, key, mudstate.qwait, &wqtot, &wqent, &i,
player_targ, obj_targ, "Wait");
show_que(player, key, mudstate.qsemfirst, &sqtot, &sqent, &i,
player_targ, obj_targ, "Semaphore");
/*
* Display stats
*/
bufp = alloc_mbuf("do_ps");
if (See_Queue(player))
sprintf(bufp, "Totals: Player...%d/%d[%ddel] Object...%d/%d[%ddel] Wait...%d/%d Semaphore...%d/%d",
pqent, pqtot, pqdel, oqent, oqtot, oqdel,
wqent, wqtot, sqent, sqtot);
else
sprintf(bufp, "Totals: Player...%d/%d Object...%d/%d Wait...%d/%d Semaphore...%d/%d",
pqent, pqtot, oqent, oqtot, wqent, wqtot, sqent, sqtot);
notify(player, bufp);
free_mbuf(bufp);
}
/*
* ---------------------------------------------------------------------------
* * do_queue: Queue management
*/
void do_queue(player, cause, key, arg)
dbref player, cause;
int key;
char *arg;
{
BQUE *point;
int i, ncmds, was_disabled;
was_disabled = 0;
if (key == QUEUE_KICK) {
i = atoi(arg);
if ((mudconf.control_flags & CF_DEQUEUE) == 0) {
was_disabled = 1;
mudconf.control_flags |= CF_DEQUEUE;
notify(player, "Warning: automatic dequeueing is disabled.");
}
ncmds = do_top(i);
if (was_disabled)
mudconf.control_flags &= ~CF_DEQUEUE;
if (!Quiet(player))
notify(player,
tprintf("%d commands processed.", ncmds));
} else if (key == QUEUE_WARP) {
i = atoi(arg);
if ((mudconf.control_flags & CF_DEQUEUE) == 0) {
was_disabled = 1;
mudconf.control_flags |= CF_DEQUEUE;
notify(player, "Warning: automatic dequeueing is disabled.");
}
/*
* Handle the wait queue
*/
for (point = mudstate.qwait; point; point = point->next) {
point->waittime = -i;
}
/*
* Handle the semaphore queue
*/
for (point = mudstate.qsemfirst; point; point = point->next) {
if (point->waittime > 0) {
point->waittime -= i;
if (point->waittime <= 0)
point->waittime = -1;
}
}
do_second();
if (was_disabled)
mudconf.control_flags &= ~CF_DEQUEUE;
if (Quiet(player))
return;
if (i > 0)
notify(player,
tprintf("WaitQ timer advanced %d seconds.", i));
else if (i < 0)
notify(player,
tprintf("WaitQ timer set back %d seconds.", i));
else
notify(player,
"Object queue appended to player queue.");
}
}