empserver/src/lib/common/game.c
Markus Armbruster 7e2008e7f4 License upgrade to GPL version 3 or later
Why upgrade?  I'm not a lawyer, but here's my take on the differences
to version 2:

* Software patents: better protection against abuse of patents to
  prevent users from exercising the rights under the GPL.  I doubt
  we'll get hit with a patent suit, but it's a good move just on
  general principles.

* License compatibility: compatible with more free licenses, i.e. can
  "steal" more free software for use in Empire.  I don't expect to steal
  much, but it's nice to have the option.

* Definition of "source code": modernization of some details for today's
  networked world, to make it easier to distribute the software.  Not
  really relevant to us now, as we normally distribute full source code.

* Tivoization: this is about putting GPL-licensed software in hardware,
  then make the hardware refuse to run modified software.  "Neat" trick
  to effectively deny its users their rights under the GPL.  Abuse was
  "pioneered" by TiVo (popular digital video recorders).  GPLv3 forbids
  it.  Unlikely to become a problem for us.

* Internationalization: more careful wording, to harden the license
  outside the US.  The lawyers tell us it better be done that way.

* License violations: friendlier way to deal with license violations.
  This has come out of past experience enforcing the GPL.

* Additional permissions: Probably not relevant to us.

Also include myself in the list of principal authors.
2011-04-12 21:20:58 +02:00

210 lines
4.5 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* game.c: Game file access
*
* Known contributors to this file:
* Markus Armbruster, 2007-2009
*/
/*
* On Empire Time:
*
* An Empire turn is terminated by an update. The Empire clock counts
* turns and ETUs, i.e. it ticks etu_per_update times per turn. When
* updates move around in real time (schedule change, downtime, etc.),
* the Empire clock automatically adapts the duration of an ETU
* accordingly.
*/
#include <config.h>
#include <math.h>
#include "file.h"
#include "game.h"
#include "optlist.h"
#include "prototypes.h"
#include "server.h"
/*
* Enable / disable updates
*/
void
game_ctrl_update(int enable)
{
struct gamestr *game = getgamep();
game->game_upd_disable = !enable;
putgame();
}
/*
* Are updates disabled?
*/
int
updates_disabled(void)
{
return getgamep()->game_upd_disable;
}
/*
* Enable / disable play
*/
void
game_ctrl_play(int enable)
{
struct gamestr *game = getgamep();
game->game_down = !enable;
putgame();
}
/*
* Is playing enabled?
*/
int
game_play_disabled(void)
{
return getgamep()->game_down;
}
/*
* Notice that a player broke sanctuary.
* This starts the Empire clock if it hasn't been started yet.
*/
void
game_note_bsanct(void)
{
struct gamestr *game = getgamep();
if (game->game_rt == 0) {
game->game_rt = time(NULL);
putgame();
}
}
/*
* Record an update in the game file, the current time is NOW.
* This starts the Empire clock if it hasn't been started yet.
*/
void
game_record_update(time_t now)
{
struct gamestr *game = getgamep();
game->game_turn++;
game->game_tick = 0;
game->game_rt = now;
putgame();
}
/*
* Return current duration of an ETU in seconds.
* Note: may return HUGE_VAL when the Empire clock is not ticking.
*/
static double
secs_per_etu(struct gamestr *game)
{
double secs;
if (!game->game_rt || !update_time[0])
return HUGE_VAL; /* not started or no update scheduled */
secs = update_time[0] - game->game_rt;
if (secs < 0)
return HUGE_VAL; /* update seems to be late */
return secs / (etu_per_update - game->game_tick);
}
/*
* Update the Empire clock according to the current real time.
* Return the game struct.
*/
struct gamestr *
game_tick_tick(void)
{
struct gamestr *game = getgamep();
double dsecs, s_p_etu;
int detu;
dsecs = time(NULL) - game->game_rt;
if (CANT_HAPPEN(dsecs < 0))
dsecs = 0;
s_p_etu = secs_per_etu(game);
detu = (int)(dsecs / s_p_etu);
if (detu > 0) {
if (CANT_HAPPEN(game->game_tick + detu > etu_per_update))
detu = etu_per_update - game->game_tick;
game->game_tick += detu;
game->game_rt += detu * s_p_etu;
putgame();
}
return game;
}
/*
* Set ETU timestamp *TICK to the current ETU time.
* Return by how many ETUs it was increased.
*/
int
game_tick_to_now(short *tick)
{
return game_step_a_tick(game_tick_tick(), tick);
}
/*
* Set ETU timestamp *TICK to the ETU time recorded in the game struct.
* The Empire clock is not updated.
* Return by how many ETUs it was increased.
*/
int
game_step_a_tick(struct gamestr *game, short *tick)
{
int etu;
etu = game->game_tick - *tick;
if (CANT_HAPPEN(etu < 0))
etu = 0;
*tick = game->game_tick;
return etu;
}
/*
* Reset ETU timestamp *TICK to zero.
* Return how many ETUs it had left until etu_per_update.
*/
int
game_reset_tick(short *tick)
{
int etu;
etu = etu_per_update - *tick;
if (CANT_HAPPEN(etu < 0))
etu = 0;
*tick = 0;
return etu;
}