/* cque.c -- commands and functions for manipulating the command queue */ #include "autoconf.h" #include "copyright.h" #ifndef lint static char RCSid[] = "$Id: cque.c,v 1.8 1995/03/20 23:59:59 ambar Exp $"; USE(RCSid); #endif #include "externs.h" #include "htab.h" #include "interface.h" #include "match.h" #include "attrs.h" #include "flags.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) ltos(buff, 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 (isPlayer(tmp->cause)) { 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; point; point = point->next) if (que_want(point, player, object)) { numhalted++; point->player = 0; } /* Object queue */ for (point = mudstate.qlfirst; point; point = point->next) if (que_want(point, player, object)) { numhalted++; point->player = 0; } /* 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; /* Figure out what to halt */ if (!target || !*target) { obj_targ = NOTHING; if (key & HALT_ALL) { player_targ = NOTHING; } else { player_targ = Owner(player); if (!isPlayer(player)) obj_targ = player; } } 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 (isPlayer(obj_targ)) { 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 (a && mudconf.machinecost && (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 (BQUE *) 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; } if (!(tptr = tmp->text = (char *) XMALLOC(tlen, "setup_que"))) { free_qentry(tmp); return (BQUE *) NULL; } if (command) { strcpy(tptr, command); tmp->comm = tptr; tptr += (strlen(command) + 1); } for (a = 0; a < nargs; a++) { if (args[a]) { strcpy(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]) { strcpy(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) || Going(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, *logbuf, *log_cmdbuf; long begin_time, used_time; 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]) { strcpy(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) { #ifndef NO_LAG_CHECK begin_time = time(NULL); #endif /* NO_LAG_CHECK */ log_cmdbuf = process_command(player, mudstate.qfirst->cause, 0, cp, mudstate.qfirst->env, mudstate.qfirst->nargs); #ifndef NO_LAG_CHECK used_time = time(NULL) - begin_time; if (used_time >= mudconf.max_cmdsecs) { STARTLOG(LOG_PROBLEMS, "CMD", "CPU") log_name_and_loc(player); logbuf = alloc_lbuf("do_top.LOG.cpu"); sprintf(logbuf, " queued command taking %d secs (enactor #%d): ", used_time, mudstate.qfirst->cause); log_text(logbuf); free_lbuf(logbuf); log_text(log_cmdbuf); ENDLOG } #endif /* NO_LAG_CHECK */ mudstate.curr_cmd = (char *) ""; } } } } 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) { *bufp = '\0'; 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 = 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 (!target || !*target) { obj_targ = NOTHING; if (key & PS_ALL) { player_targ = NOTHING; } else { player_targ = Owner(player); if (!isPlayer(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 (isPlayer(obj_targ)) { 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 (Wizard(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."); } }