diff -uprP src2/act.wizard.c src/act.wizard.c --- src2/act.wizard.c Fri Feb 9 04:27:14 2001 +++ src/act.wizard.c Fri Feb 9 05:02:09 2001 @@ -24,6 +24,8 @@ /* external vars */ extern FILE *player_fl; +extern socket_t mother_desc; +extern ush_int port; extern struct room_data *world; extern struct char_data *character_list; extern struct obj_data *object_list; @@ -55,6 +57,7 @@ void appear(struct char_data *ch); void reset_zone(zone_rnum zone); void roll_real_abils(struct char_data *ch); int parse_class(char arg); +void Crash_rentsave(struct char_data * ch, int cost); /* local functions */ int perform_set(struct char_data *ch, struct char_data *vict, int mode, char *val_arg); @@ -1230,7 +1233,70 @@ ACMD(do_syslog) send_to_char(buf, ch); } +#define EXE_FILE "bin/circle" /* maybe use argv[0] but it's not reliable */ +/* (c) 1996-97 Erwin S. Andreasen <erwin@pip.dknet.dk> */ +ACMD(do_copyover) +{ + FILE *fp; + struct descriptor_data *d, *d_next; + char buf [100], buf2[100]; + + fp = fopen (COPYOVER_FILE, "w"); + + if (!fp) + { + send_to_char ("Copyover file not writeable, aborted.\n\r",ch); + return; + } + + /* Consider changing all saved areas here, if you use OLC */ + sprintf (buf, "\t\x1B[1;31m \007\007\007Time stops for a moment as %s folds space and time.\x1B[0;0m\r\n", GET_NAME(ch)); + /* For each playing descriptor, save its state */ + for (d = descriptor_list; d ; d = d_next) + { + struct char_data * och = d->character; + d_next = d->next; /* We delete from the list , so need to save this */ + if (!d->character || d->connected > CON_PLAYING) /* drop those logging on */ + { + write_to_descriptor (d->descriptor, "\n\rSorry, we are rebooting. Come back in a few seconds.\n\r"); + close_socket (d); /* throw'em out */ + } + else + { + fprintf (fp, "%d %s %s\n", d->descriptor, GET_NAME(och), d->host); + log("printing descriptor name and host of connected players"); + /* save och */ + Crash_rentsave(och,0); + save_char(och, och->in_room); + write_to_descriptor (d->descriptor, buf); + } + } + + fprintf (fp, "-1\n"); + fclose (fp); + + /* Close reserve and other always-open files and release other resources + since we are now using ASCII pfiles, closing the player_fl would crash + the game, since it's no longer around, so I commented it out. I'll + leave the code here, for historical reasons -spl + + fclose(player_fl); */ + + /* exec - descriptors are inherited */ + + sprintf (buf, "%d", port); + sprintf (buf2, "-C%d", mother_desc); + /* Ugh, seems it is expected we are 1 step above lib - this may be dangerous! */ + chdir (".."); + execl (EXE_FILE, "circle", buf2, buf, (char *) NULL); + /* Failed - sucessful exec will not return */ + + perror ("do_copyover: execl"); + send_to_char ("Copyover FAILED!\n\r",ch); + + exit (1); /* too much trouble to try to recover! */ +} ACMD(do_advance) { diff -uprP src2/comm.c src/comm.c --- src2/comm.c Fri Feb 9 04:27:14 2001 +++ src/comm.c Sat Feb 10 06:08:59 2001 @@ -101,6 +101,9 @@ int tics = 0; /* for extern checkpoint int scheck = 0; /* for syntax checking mode */ struct timeval null_time; /* zero-valued time structure */ FILE *logfile = NULL; /* Where to send the log messages. */ +static bool fCopyOver; /* Are we booting in copyover mode? */ +ush_int port; +socket_t mother_desc; /* functions in this file */ RETSIGTYPE reread_wizlists(int sig); @@ -138,6 +141,7 @@ int parse_ip(const char *addr, struct in int set_sendbuf(socket_t s); void setup_log(const char *filename, int fd); int open_logfile(const char *filename, FILE *stderr_fp); +void init_descriptor (struct descriptor_data *newd, int desc); #if defined(POSIX) sigfunc *my_signal(int signo, sigfunc * func); #endif @@ -196,7 +200,6 @@ void gettimeofday(struct timeval *t, str int main(int argc, char **argv) { - ush_int port; int pos = 1; const char *dir; @@ -231,6 +234,10 @@ int main(int argc, char **argv) exit(1); } break; + case 'C': /* -C<socket number> - recover from copyover, this is the control socket */ + fCopyOver = TRUE; + mother_desc = atoi(argv[pos]+2); + break; case 'd': if (*(argv[pos] + 2)) dir = argv[pos] + 2; @@ -319,12 +326,96 @@ int main(int argc, char **argv) return (0); } +int enter_player_game(struct descriptor_data *d); + +/* Reload players after a copyover */ +void copyover_recover() +{ + struct descriptor_data *d; + FILE *fp; + char host[1024]; + int desc, player_i; + bool fOld; + char name[MAX_INPUT_LENGTH]; + + log ("Copyover recovery initiated"); + + fp = fopen (COPYOVER_FILE, "r"); + + if (!fp) /* there are some descriptors open which will hang forever then ? */ + { + perror ("copyover_recover:fopen"); + log ("Copyover file not found. Exitting.\n\r"); + exit (1); + } + + unlink (COPYOVER_FILE); /* In case something crashes - doesn't prevent reading */ + + for (;;) + { + fOld = TRUE; + fscanf (fp, "%d %s %s\n", &desc, name, host); + if (desc == -1) + break; + + /* Write something, and check if it goes error-free */ + if (write_to_descriptor (desc, "\n\rFolding initiated...\n\r") < 0) + { + close (desc); /* nope */ + continue; + } + + /* create a new descriptor */ + CREATE (d, struct descriptor_data, 1); + memset ((char *) d, 0, sizeof (struct descriptor_data)); + init_descriptor (d,desc); /* set up various stuff */ + + strcpy(d->host, host); + d->next = descriptor_list; + descriptor_list = d; + + d->connected = CON_CLOSE; + + /* Now, find the pfile */ + + CREATE(d->character, struct char_data, 1); + clear_char(d->character); + CREATE(d->character->player_specials, struct player_special_data, 1); + d->character->desc = d; + + if ((player_i = load_char(name, d->character)) >= 0) + { + GET_PFILEPOS(d->character) = player_i; + if (!PLR_FLAGGED(d->character, PLR_DELETED)) + REMOVE_BIT(PLR_FLAGS(d->character),PLR_WRITING | PLR_MAILING | PLR_CRYO); + else + fOld = FALSE; + } + else + fOld = FALSE; + + if (!fOld) /* Player file not found?! */ + { + write_to_descriptor (desc, "\n\rSomehow, your character was lost during the folding. Sorry.\n\r"); + close_socket (d); + } + else /* ok! */ + { + write_to_descriptor (desc, "\n\rFolding complete.\n\r"); + enter_player_game(d); + d->connected = CON_PLAYING; + look_at_room(d->character, 0); + } + + } + + fclose (fp); +} /* Init sockets, run game, and cleanup sockets */ -void init_game(ush_int port) + void init_game(ush_int port) { - socket_t mother_desc; /* We don't want to restart if we crash before we get up. */ touch(KILLSCRIPT_FILE); @@ -334,8 +425,10 @@ void init_game(ush_int port) log("Finding player limit."); max_players = get_max_players(); + if (!fCopyOver) { /* If copyover mother_desc is already set up */ log("Opening mother connection."); mother_desc = init_socket(port); + } boot_db(); @@ -347,6 +440,9 @@ void init_game(ush_int port) /* If we made it this far, we will be able to restart without problem. */ remove(KILLSCRIPT_FILE); + if (fCopyOver) /* reload players */ + copyover_recover(); + log("Entering game loop."); game_loop(mother_desc); @@ -359,6 +455,7 @@ void init_game(ush_int port) CLOSE_SOCKET(mother_desc); + if (circle_reboot) { log("Rebooting."); exit(52); /* what's so great about HHGTTG, anyhow? */ @@ -1177,6 +1274,26 @@ int set_sendbuf(socket_t s) return (0); } +/* Initialize a descriptor */ +void init_descriptor (struct descriptor_data *newd, int desc) +{ + static int last_desc = 0; /* last descriptor number */ + + newd->descriptor = desc; + newd->idle_tics = 0; + newd->output = newd->small_outbuf; + newd->bufspace = SMALL_BUFSIZE - 1; + newd->login_time = time(0); + *newd->output = '\0'; + newd->bufptr = 0; + newd->has_prompt = 1; /* prompt is part of greetings */ + STATE(newd) = CON_GET_NAME; + CREATE(newd->history, char *, HISTORY_SIZE); + if (++last_desc == 1000) + last_desc = 1; + newd->desc_num = last_desc; +} + int new_descriptor(int s) { socket_t desc; @@ -1250,15 +1367,7 @@ int new_descriptor(int s) #endif /* initialize descriptor data */ - newd->descriptor = desc; - newd->idle_tics = 0; - newd->output = newd->small_outbuf; - newd->bufspace = SMALL_BUFSIZE - 1; - newd->login_time = time(0); - *newd->output = '\0'; - newd->bufptr = 0; - newd->has_prompt = 1; /* prompt is part of greetings */ - STATE(newd) = CON_GET_NAME; + init_descriptor(newd, desc); /* * This isn't exactly optimal but allows us to make a design choice. diff -uprP src2/comm.h src/comm.h --- src2/comm.h Fri Feb 9 04:27:14 2001 +++ src/comm.h Fri Feb 9 04:59:00 2001 @@ -9,6 +9,7 @@ ************************************************************************ */ #define NUM_RESERVED_DESCS 8 +#define COPYOVER_FILE "copyover.dat" /* comm.c */ void send_to_all(const char *messg); diff -uprP src2/interpreter.c src/interpreter.c --- src2/interpreter.c Fri Feb 9 04:27:15 2001 +++ src/interpreter.c Fri Feb 9 04:59:29 2001 @@ -78,6 +78,7 @@ ACMD(do_ban); ACMD(do_bash); ACMD(do_cast); ACMD(do_color); +ACMD(do_copyover); ACMD(do_commands); ACMD(do_consider); ACMD(do_credits); @@ -258,6 +259,7 @@ cpp_extern const struct command_info cmd { "comb" , POS_RESTING , do_action , 0, 0 }, { "commands" , POS_DEAD , do_commands , 0, SCMD_COMMANDS }, { "compact" , POS_DEAD , do_gen_tog , 0, SCMD_COMPACT }, + { "copyover" , POS_DEAD , do_copyover , LVL_GRGOD, 0 }, { "cough" , POS_RESTING , do_action , 0, 0 }, { "credits" , POS_DEAD , do_gen_ps , 0, SCMD_CREDITS }, { "cringe" , POS_RESTING , do_action , 0, 0 }, @@ -1280,6 +1282,53 @@ int perform_dupe_check(struct descriptor return (1); } +/* load the player, put them in the right room - used by copyover_recover too */ +int enter_player_game (struct descriptor_data *d) +{ + extern sh_int r_mortal_start_room; + extern sh_int r_immort_start_room; + extern sh_int r_frozen_start_room; + + int load_result; + sh_int load_room; + + reset_char(d->character); + read_aliases(d->character); + + if (PLR_FLAGGED(d->character, PLR_INVSTART)) + GET_INVIS_LEV(d->character) = GET_LEVEL(d->character); + + /* + * We have to place the character in a room before equipping them + * or equip_char() will gripe about the person in NOWHERE. + */ + if ((load_room = GET_LOADROOM(d->character)) != NOWHERE) + load_room = real_room(load_room); + + /* If char was saved with NOWHERE, or real_room above failed... */ + if (load_room == NOWHERE) { + if (GET_LEVEL(d->character) >= LVL_IMMORT) + load_room = r_immort_start_room; + else + load_room = r_mortal_start_room; + } + + if (PLR_FLAGGED(d->character, PLR_FROZEN)) + load_room = r_frozen_start_room; + + d->character->next = character_list; + character_list = d->character; + char_to_room(d->character, load_room); + load_result = Crash_load(d->character); + if (d->character->player_specials->host) { + free(d->character->player_specials->host); + d->character->player_specials->host = NULL; + } + d->character->player_specials->host = str_dup(d->host); + save_char(d->character, NOWHERE); + + return load_result; +} /* deal with newcomers and other non-playing sockets */ @@ -1288,7 +1337,6 @@ void nanny(struct descriptor_data *d, ch char buf[128]; int player_i, load_result; char tmp_name[MAX_INPUT_LENGTH]; - room_vnum load_room; skip_spaces(&arg); @@ -1581,37 +1629,8 @@ void nanny(struct descriptor_data *d, ch break; case '1': - reset_char(d->character); - read_aliases(d->character); - - if (PLR_FLAGGED(d->character, PLR_INVSTART)) - GET_INVIS_LEV(d->character) = GET_LEVEL(d->character); - - /* - * We have to place the character in a room before equipping them - * or equip_char() will gripe about the person in NOWHERE. - */ - if ((load_room = GET_LOADROOM(d->character)) != NOWHERE) - load_room = real_room(load_room); - - /* If char was saved with NOWHERE, or real_room above failed... */ - if (load_room == NOWHERE) { - if (GET_LEVEL(d->character) >= LVL_IMMORT) - load_room = r_immort_start_room; - else - load_room = r_mortal_start_room; - } - - if (PLR_FLAGGED(d->character, PLR_FROZEN)) - load_room = r_frozen_start_room; - + load_result = enter_player_game(d); send_to_char(WELC_MESSG, d->character); - d->character->next = character_list; - character_list = d->character; - char_to_room(d->character, load_room); - load_result = Crash_load(d->character); - save_char(d->character, NOWHERE); - act("$n has entered the game.", TRUE, d->character, 0, 0, TO_ROOM); STATE(d) = CON_PLAYING;