ldmud-3.2.9/doc/
ldmud-3.2.9/doc/efun/
ldmud-3.2.9/mud/
ldmud-3.2.9/mud/heaven7/
ldmud-3.2.9/mud/heaven7/lib/
ldmud-3.2.9/mud/lp-245/
ldmud-3.2.9/mud/lp-245/banish/
ldmud-3.2.9/mud/lp-245/doc/
ldmud-3.2.9/mud/lp-245/doc/examples/
ldmud-3.2.9/mud/lp-245/doc/sefun/
ldmud-3.2.9/mud/lp-245/log/
ldmud-3.2.9/mud/lp-245/obj/Go/
ldmud-3.2.9/mud/lp-245/players/lars/
ldmud-3.2.9/mud/lp-245/room/death/
ldmud-3.2.9/mud/lp-245/room/maze1/
ldmud-3.2.9/mud/lp-245/room/sub/
ldmud-3.2.9/mud/lp-245/secure/
ldmud-3.2.9/mud/morgengrauen/
ldmud-3.2.9/mud/morgengrauen/lib/
ldmud-3.2.9/mud/sticklib/
ldmud-3.2.9/mud/sticklib/src/
ldmud-3.2.9/mudlib/uni-crasher/
ldmud-3.2.9/pkg/
ldmud-3.2.9/pkg/debugger/
ldmud-3.2.9/pkg/diff/
ldmud-3.2.9/pkg/misc/
ldmud-3.2.9/src/autoconf/
ldmud-3.2.9/src/bugs/
ldmud-3.2.9/src/bugs/MudCompress/
ldmud-3.2.9/src/bugs/b-020916-files/
ldmud-3.2.9/src/bugs/doomdark/
ldmud-3.2.9/src/bugs/ferrycode/ferry/
ldmud-3.2.9/src/bugs/ferrycode/obj/
ldmud-3.2.9/src/bugs/psql/
ldmud-3.2.9/src/done/
ldmud-3.2.9/src/done/order_alist/
ldmud-3.2.9/src/done/order_alist/obj/
ldmud-3.2.9/src/done/order_alist/room/
ldmud-3.2.9/src/gcc/
ldmud-3.2.9/src/gcc/2.7.0/
ldmud-3.2.9/src/gcc/2.7.1/
ldmud-3.2.9/src/hosts/
ldmud-3.2.9/src/hosts/GnuWin32/
ldmud-3.2.9/src/hosts/amiga/NetIncl/
ldmud-3.2.9/src/hosts/amiga/NetIncl/netinet/
ldmud-3.2.9/src/hosts/amiga/NetIncl/sys/
ldmud-3.2.9/src/hosts/i386/
ldmud-3.2.9/src/hosts/msdos/byacc/
ldmud-3.2.9/src/hosts/msdos/doc/
ldmud-3.2.9/src/hosts/os2/
ldmud-3.2.9/src/hosts/win32/
ldmud-3.2.9/src/util/
ldmud-3.2.9/src/util/erq/
ldmud-3.2.9/src/util/indent/hosts/next/
ldmud-3.2.9/src/util/xerq/
ldmud-3.2.9/src/util/xerq/lpc/
ldmud-3.2.9/src/util/xerq/lpc/www/
/*---------------------------------------------------------------------------
 * Heartbeat Management
 *
 *---------------------------------------------------------------------------
 * This module holds the datastructures and function related to the
 * handling of heartbeats.
 *
 * Objects with active heartbeats are referenced from a list which
 * is sorted in ascending order of the object pointers. However, these
 * object pointers do not count as 'refs'.
 *
 * The backend will call call_heart_beat() in every cycle right after
 * starting a new alarm(). The function evaluates as many heartbeats
 * as possible before the alarm sets comm_time_to_call_heart_beat,
 * and then returns. If some heartbeats are left unprocessed, the first
 * of them is remembered in a pointer so that the next call can
 * continue from there.
 *
 * However, no heartbeats are executed at all if there is no player
 * in the game.
 *
 * TODO: Make the list a skiplist or similar.
 * TODO: Add an object flag O_IN_HB_LIST so that several toggles of the
 * TODO:: heart beat status only toggle O_HEARTBEAT, but leave the object
 * TODO:: in the list until call_+heart_beat() can remove it. This would
 * TODO:: also remove the need for a double-linked or skiplist, but
 * TODO:: require the object-pointer to count as ref and it could let
 * TODO:: keep destructed objects in the list for a while.
 *---------------------------------------------------------------------------
 */

#include "driver.h"
#include "typedefs.h"

#include <stddef.h>
#include <stdio.h>
#include <sys/types.h>
#include <math.h>

#define NO_REF_STRING
#include "heartbeat.h"

#include "actions.h"
#include "array.h"
#include "backend.h"
#include "comm.h"
#include "gcollect.h"
#include "interpret.h"
#include "object.h"
#include "sent.h"
#include "simulate.h"
#include "strfuns.h"
#include "svalue.h"
#include "wiz_list.h"
#include "xalloc.h"

#include "../mudlib/sys/debug_info.h"

/*-------------------------------------------------------------------------*/

/* Listnode for one object with a heartbeat
 */

struct hb_info {
    struct hb_info * next;  /* next node in list */
    struct hb_info * prev;  /* previous node in list */
    mp_int           tlast; /* time of last heart_beat */
    object_t  * obj;   /* the object itself */
};

/* Allocation block for a bunch of listnodes.
 * They are kept in a list themselves for the garbage collector.
 */

#define NUM_NODES 32

struct hb_block {
    struct hb_block * next;           /* next allocated block */
    struct hb_info entry[NUM_NODES];  /* the heartbeat nodes */
};

/*-------------------------------------------------------------------------*/
object_t *current_heart_beat = NULL;
  /* The object whose heart_beat() is currently executed. It is NULL outside
   * of heartbeat executions.
   *
   * interpret.c needs to know this for the heart-beat tracing, and
   * simulate.c test this in the error() function to react properly.
   */

static struct hb_info * hb_list = NULL;
  /* Head of the list of heart_beat infos.
   */

static struct hb_info * next_hb = NULL;
  /* Next hb_info whose objects' heartbeat must be executed.
   * If NULL, the first info in the list is meant.
   */

static struct hb_info * free_list = NULL;
  /* List of unused nodes
   */

static struct hb_block * block_list = NULL;
  /* List of heartbeat node blocks.
   */

static mp_int num_blocks = 0;
  /* Number of allocated node blocks.
   */

#if defined(DEBUG)
mp_int num_hb_objs = 0;
#else
static mp_int num_hb_objs = 0;
#endif
  /* Number of objects with a heart beat.
   */

static mp_int hb_num_done;
  /* Number of heartbeats done in last process_objects().
   */

static long avg_num_hb_objs = 0;
static long avg_num_hb_done = 0;
  /* Decaying average of num_hb_objs and hb_num_done.
   */

static long num_hb_calls = 0;
  /* Number of calls to call_heart_beat() with active heartbeats.
   */

static long total_hb_calls = 0;
  /* Total number of calls to call_heart_beat().
   */

/*-------------------------------------------------------------------------*/
void
call_heart_beat (void)

/* Call the heart_beat() lfun in all registered heart beat objects; or at
 * at least call as many as possible until the next alarm timeout (as
 * registered in comm_time_to_call_heart_beat) occurs. If a timeout occurs,
 * next_hb will point to the next object with a due heartbeat.
 *
 * If the object in question (or one of its shadows) is living, command_giver
 * is set to the object, else it is set to NULL. If there are no players
 * in the game, no heart_beat() will be called (but the call outs will!).
 *
 * The function does not change the time_to_call-flags or messes with alarm().
 * It may be aborted prematurely if an error occurs during the heartbeat.
 */

{
    struct hb_info *this;
    mp_int num_hb_to_do;  /* For statistics only */

    /* Housekeeping */

    current_interactive = NULL;
    total_hb_calls++;

    /* Set this new round through the hb list */
    hb_num_done = 0;

    if (num_player < 1 || !num_hb_objs)
    {
        next_hb = NULL;
        return;
    }

    num_hb_to_do = num_hb_objs;
    num_hb_calls++;

    this = next_hb;

    while (num_hb_objs && !comm_time_to_call_heart_beat)
    {
        object_t * obj;

        /* If 'this' object is NULL, we reached the end of the
         * list and have to wrap around.
         */
        if (!this)
        {
#ifdef DEBUG
            if (!hb_list)
                fatal("hb_list is NULL, but num_hb_objs is %ld\n", (long)num_hb_objs);
#endif
            this = hb_list;
        }

        /* Check the time of the last heartbeat to see, if we
         * processed all objects.
         */
        if (current_time == this->tlast)
            break;

        this->tlast = current_time;

        obj = this->obj;
        next_hb = this->next;

        hb_num_done++;

#ifdef DEBUG
        if (!(obj->flags & O_HEART_BEAT))
            fatal("Heart beat not set in object '%s' on heart beat list!\n"
                 , obj->name
                 );
        if (obj->flags & O_SWAPPED)
            fatal("Heart beat in swapped object '%s'.\n", obj->name);
        if (obj->flags & O_DESTRUCTED)
            fatal("Heart beat in destructed object '%s'.\n", obj->name);
#endif

        if (obj->prog->heart_beat == -1)
        {
            /* Swapped? No heart_beat()-lfun? Turn off the heart.
             */

            obj->flags &= ~O_HEART_BEAT;
            num_hb_objs--;
            if (this->prev)
                this->prev->next = this->next;
            if (this->next)
                this->next->prev = this->prev;
            if (this == hb_list)
                hb_list = this->next;
            this->next = free_list;
            free_list = this;
#ifdef DEBUG
            this->prev = NULL;
            this->obj = NULL;
#endif
        }
        else
        {
            /* Prepare to call <ob>->heart_beat().
             */
            current_prog = obj->prog;
            current_object = obj;
            current_heart_beat = obj;

            /* Determine the command_giver. Usually it's the object
             * itself, but it may be one of the shadows if there are
             * some. In any case it must be a living.
             */
            command_giver = obj;
            if (command_giver->flags & O_SHADOW)
            {
                shadow_t *shadow_sent;

                while(shadow_sent = O_GET_SHADOW(command_giver),
                      shadow_sent->shadowing)
                {
                    command_giver = shadow_sent->shadowing;
                }

                if (!(command_giver->flags & O_ENABLE_COMMANDS))
                {
                    command_giver = NULL;
                    trace_level = 0;
                }
                else
                {
                    trace_level = shadow_sent->ip
                                  ? shadow_sent->ip->trace_level
                                  : 0;
                }
            }
            else
            {
                if (!(command_giver->flags & O_ENABLE_COMMANDS))
                    command_giver = NULL;
                trace_level = 0;
            }

            obj->user->heart_beats++;
            CLEAR_EVAL_COST;
            RESET_LIMITS;
            call_function(obj->prog, obj->prog->heart_beat);

        } /* if (object has heartbeat) */

        /* Step to next object with heart beat */
        this = next_hb;
    } /* while (not done) */

    /* Update stats */
    avg_num_hb_objs += num_hb_to_do - (avg_num_hb_objs >> 10);
    avg_num_hb_done += hb_num_done  - (avg_num_hb_done >> 10);

    current_heart_beat = NULL;
} /* call_heart_beat() */

/*-------------------------------------------------------------------------*/
int
set_heart_beat (object_t *ob, Bool to)

/* EFUN set_heart_beat() and internal use.
 *
 * Add (<to> != 0) or remove (<to> == 0) object <ob> to/from the list
 * of heartbeat objects, thus activating/deactivating its heart beat.
 * Return 0 on failure (including calls for destructed objects or if
 * the object is already in the desired state) and 1 on success.
 *
 * The function is aware that it might be called from within a heart_beat()
 * and adjusts the correct pointers if that is so.
 */

{
    /* Safety checks */
    if (ob->flags & O_DESTRUCTED)
        return 0;
    if (to)
        to = O_HEART_BEAT; /* ...so that the following comparison works */
    if (to == (ob->flags & O_HEART_BEAT))
        return 0;

    if (to)  /* Add a new heartbeat */
    {
        struct hb_info *new;

        /* Get a new node */
        if (!free_list)
        {
            struct hb_block * new_block;
            int i;

            /* We need a whole new block */
            new_block = xalloc(sizeof(*new_block));
            if (!new_block)
                return 0;
            new_block->next = block_list;
            block_list = new_block;
            num_blocks++;

            /* Put the new nodes into the freelist */
            for (i = 0; i < NUM_NODES-1; i++)
                new_block->entry[i].next = &new_block->entry[i+1];
            new_block->entry[NUM_NODES-1].next = free_list;
            free_list = &new_block->entry[0];
        }
        new = free_list;
        free_list = free_list->next;

        new->tlast = 0;
        new->obj = ob;

        /* Insert the new node at the proper place in the list */
        if (!hb_list || ob < hb_list->obj)
        {
            new->next = hb_list;
            new->prev = NULL;
            if (hb_list)
                hb_list->prev = new;
            hb_list = new;
        }
        else
        {
            struct hb_info *prev = hb_list;

            while (prev->next && ob > prev->next->obj)
                prev = prev->next;

            new->next= prev->next;
            new->prev = prev;
            prev->next = new;
            if (new->next)
                new->next->prev = new;
        }

        num_hb_objs++;
        ob->flags |= O_HEART_BEAT;
    }
    else  /* remove an existing heartbeat */
    {
        struct hb_info *this;

        /* Remove the node from the list */
        for (this = hb_list; this && this->obj != ob; this = this->next)
            NOOP;
#ifdef DEBUG
        if (!this)
            fatal("Object '%s' not found in heart beat list.\n", ob->name);
#endif
        if (this->next)
            this->next->prev = this->prev;
        if (this->prev)
            this->prev->next = this->next;
        if (this == hb_list)
            hb_list = this->next;
        if (this == next_hb)
            next_hb = this->next;

        /* ... and put it into the freelist */
        this->next = free_list;
        free_list = this;

        num_hb_objs--;
        ob->flags &= ~O_HEART_BEAT;
    }

    /* That's it */
    return 1;
}

/*-------------------------------------------------------------------------*/
#ifdef GC_SUPPORT

void
count_heart_beat_refs (void)

/* Count the reference to the hb_list array in a garbage collection.
 */

{
    struct hb_block *block;

    for (block = block_list; block; block = block->next)
        note_malloced_block_ref((char *)block);
}
#endif

/*-------------------------------------------------------------------------*/
int
heart_beat_status (strbuf_t * sbuf, Bool verbose)

/* If <verbose> is true, print the heart beat status information directly
 * to the current interactive user. In any case, return the amount of
 * memory used by the heart beat functions.
 */

{
    if (verbose) {
        strbuf_add(sbuf, "\nHeart beat information:\n");
        strbuf_add(sbuf, "-----------------------\n");
        strbuf_addf(sbuf, "Number of objects with heart beat: %ld, "
                          "beats: %ld, reserved: %ld\n"
                   , (long)num_hb_objs, (long)num_hb_calls
                   , (long)num_blocks * NUM_NODES);
#if defined(__MWERKS__) && !defined(WARN_ALL)
#    pragma warn_largeargs off
#endif
        strbuf_addf(sbuf, "HB calls completed in last cycle:  %ld (%.2f%%)\n"
                   , (long)hb_num_done
                   , num_hb_objs && hb_num_done <= num_hb_objs
                     ? 100.0 * (float)hb_num_done / (float)num_hb_objs
                     : 100.0
                   );
        strbuf_addf(sbuf
                   , "Average of HB calls completed:     %.2f%%\n"
                   , avg_num_hb_objs ?
                     100 * (double) avg_num_hb_done / avg_num_hb_objs :
                     100.0
                   );
#if defined(__MWERKS__)
#    pragma warn_largeargs reset
#endif
    }
    return num_blocks * sizeof(struct hb_block);
}

/*-------------------------------------------------------------------------*/
void
hbeat_dinfo_status (svalue_t *svp, int value)

/* Return the heartbeat information for debug_info(DINFO_DATA, DID_STATUS).
 * <svp> points to the svalue block for the result, this function fills in
 * the spots for the object table.
 * If <value> is -1, <svp> points indeed to a value block; other it is
 * the index of the desired value and <svp> points to a single svalue.
 */

{
#define ST_NUMBER(which,code) \
    if (value == -1) svp[which].u.number = code; \
    else if (value == which) svp->u.number = code

#define ST_DOUBLE(which,code) \
    if (value == -1) { \
        svp[which].type = T_FLOAT; \
        STORE_DOUBLE(svp+which, code); \
    } else if (value == which) { \
        svp->type = T_FLOAT; \
        STORE_DOUBLE(svp, code); \
    }

    STORE_DOUBLE_USED;

    ST_NUMBER(DID_ST_HBEAT_OBJS, num_hb_objs);
    ST_NUMBER(DID_ST_HBEAT_CALLS, num_hb_calls);
    ST_NUMBER(DID_ST_HBEAT_CALLS_TOTAL, total_hb_calls);
    ST_NUMBER(DID_ST_HBEAT_SLOTS, num_blocks * NUM_NODES);
    ST_NUMBER(DID_ST_HBEAT_SIZE, num_blocks * sizeof(struct hb_block));
    ST_NUMBER(DID_ST_HBEAT_PROCESSED, hb_num_done);
    ST_DOUBLE(DID_ST_HBEAT_AVG_PROC
             , avg_num_hb_objs
               ? ((double)avg_num_hb_done / avg_num_hb_objs)
               : 1.0
             );

#undef ST_NUMBER
#undef ST_DOUBLE
} /* hbeat_dinfo_status() */

/*=========================================================================*/

/*                               EFUNS                                     */

/*-------------------------------------------------------------------------*/
svalue_t *
f_heart_beat_info (svalue_t *sp)

/* EFUN heart_beat_info()
 *
 * Create a vector of all objects with a heart beat and push it
 * onto the stack. The resulting vector may be empty.
 *
 * This efun is expensive!
 * TODO: Invent something like a hash table where all objects are store
 * TODO:: which had a heartbeat at least once. Repeated starts and stops
 * TODO:: of the heartbeat would be cheap, also deletion when an object
 * TODO:: is destructed.
 */

{
    int i;
    vector_t *vec;
    svalue_t *v;
    struct hb_info *this;

    vec = allocate_array(i = num_hb_objs);
    for (v = vec->item, this = hb_list; i >= 0 && this; this = this->next)
    {
#ifdef DEBUG
        if (this->obj->flags & O_DESTRUCTED)  /* TODO: Can't happen. */
            continue;
#endif
        put_ref_object(v, this->obj, "heart_beat_info");
        v++;
        i--;
    }
    sp++;
    put_array(sp, vec);
    return sp;
}

/***************************************************************************/