mirror of
https://github.com/Shadowss/TravianZ.git
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62b39f4d34
Fix cron jobs and hero error
287 lines
13 KiB
PHP
287 lines
13 KiB
PHP
<?php
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#################################################################################
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## -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =- ##
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## --------------------------------------------------------------------------- ##
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## Filename : cron.php ##
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## Type : Standalone automation runner (P2 - Performance) ##
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## --------------------------------------------------------------------------- ##
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## Purpose : Runs Automation.php independently from player requests ##
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## so processing (battles, troop movements, training, etc.) ##
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## is no longer handled by a player's page request. ##
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## --------------------------------------------------------------------------- ##
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## WHY AN INTERNAL LOOP: ##
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## Automation is designed to run approximately every 60 seconds (its ##
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## internal guard checks "time() - filemtime > 60"). Many cPanel hosting ##
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## providers do not allow 1-minute cron jobs, only a minimum interval of ##
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## 5 minutes. If Automation were executed only once every 5 minutes, ##
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## attacks and building completions could be delayed by up to 5 minutes. ##
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## For this reason, a single cron invocation performs one TICK every 60 ##
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## seconds for approximately 5 minutes, then exits and waits for the next ##
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## scheduled cron execution. ##
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## ##
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## Each tick rewrites Prevention/cron_active.txt, keeping the marker file ##
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## fresh so player page requests will no longer trigger Automation at all. ##
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## --------------------------------------------------------------------------- ##
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## cPanel Cron Installation (every 5 minutes - recommended with the ##
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## internal loop): ##
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##*/5 * * * * /usr/local/bin/php /home/USER/public_html/cron.php>/dev/null 2>&1##
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## ##
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## If your hosting provider allows a 1-minute cron, set the Minute field to ##
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## "*" and add the following to GameEngine/config.php: ##
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## define('CRON_LOOP_SECONDS', 0); ##
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## (0 = a single tick per invocation, without the internal loop) ##
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## --------------------------------------------------------------------------- ##
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## Optional configuration in GameEngine/config.php: ##
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## define('CRON_LOOP_SECONDS', 300); // Duration of one invocation ##
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## // (0 = single tick) ##
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## define('CRON_TICK_SECONDS', 60); // Tick interval inside the loop ##
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## define('CRON_KEY', 'secret'); // Required only for HTTP execution ##
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## --------------------------------------------------------------------------- ##
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## Contact : cata7007@gmail.com ##
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## Project : TravianZ ##
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## GitHub : https://github.com/Shadowss/TravianZ ##
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#################################################################################
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// -----------------------------------------------------------------------------
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// 1. Execution Mode
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// - CLI (php cron.php): Invoked by the server's cron scheduler and always
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// allowed.
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// - HTTP (wget/curl): Allowed ONLY when the correct CRON_KEY is provided,
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// preventing anyone on the Internet from triggering Automation.
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// - "--once" / "?once=1": Executes a single tick without the internal loop
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// (useful for a "Force Run" button in the admin panel).
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// -----------------------------------------------------------------------------
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$isCli = (PHP_SAPI === 'cli');
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if ($isCli) {
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$forceSingleTick = isset($argv) && in_array('--once', $argv, true);
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} else {
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$forceSingleTick = isset($_GET['once']);
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}
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// -----------------------------------------------------------------------------
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// 1b. IMPORTANT: The server's cron launches this script with the current working
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// directory set to the account's HOME directory (e.g. /home/user), NOT the
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// game's directory. Without the line below, the relative lookups in step 2
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// (file_exists('autoloader.php'), etc.) fail, the script exits with exit(1),
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// and the error message is swallowed by ">/dev/null"—making it appear that
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// the cron job "does nothing" with no trace in the logs.
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// This problem does not occur when accessed via HTTP (where the current
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// working directory is the script's directory), which is why running it from
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// the browser works while the cron job does not.
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// -----------------------------------------------------------------------------
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if (@chdir(__DIR__) === false) {
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if ($isCli) { fwrite(STDERR, "cron: unable to change to directory " . __DIR__ . "\n"); }
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exit(1);
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}
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// -----------------------------------------------------------------------------
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// 2. Minimal Bootstrap
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// - We do NOT include Session.php, as it starts a session and is tied to
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// HTTP requests and authenticated users.
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// - Automation.php loads everything else it needs on its own
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// (buidata, unitdata, Units, Battle, etc.).
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// -----------------------------------------------------------------------------
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$autoprefix = '';
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for ($i = 0; $i < 5; $i++) {
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$autoprefix = str_repeat('../', $i);
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if (file_exists($autoprefix . 'autoloader.php')) {
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break;
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}
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}
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require_once($autoprefix . 'autoloader.php');
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if (!file_exists($autoprefix . 'GameEngine/config.php')) {
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// Installation is not yet complete - there is nothing to run.
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if ($isCli) { fwrite(STDERR, "cron: config.php lipseste, jocul nu e instalat\n"); }
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exit(1);
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}
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include_once($autoprefix . 'GameEngine/config.php');
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// -----------------------------------------------------------------------------
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// 3. Verify the access key for HTTP requests (not applicable in CLI mode)
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// -----------------------------------------------------------------------------
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if (!$isCli) {
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$providedKey = isset($_GET['key']) ? (string)$_GET['key'] : '';
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if (!defined('CRON_KEY') || CRON_KEY === '' || !hash_equals(CRON_KEY, $providedKey)) {
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header('HTTP/1.1 403 Forbidden');
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exit('Forbidden');
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}
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// Do not keep the client connection open - send the response immediately and continue processing in the background.
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ignore_user_abort(true);
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@set_time_limit(0);
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header('Content-Type: text/plain');
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echo "OK\n";
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if (function_exists('fastcgi_finish_request')) {
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fastcgi_finish_request();
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}
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// When executed via HTTP, we do not keep the process running for 5 minutes
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// (PHP-FPM has its own execution timeouts).
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// An HTTP request performs only a single tick.
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// The internal loop is intended for CLI execution only.
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$forceSingleTick = true;
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}
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// -----------------------------------------------------------------------------
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// 4. Loop Parameters
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// -----------------------------------------------------------------------------
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$loopSeconds = defined('CRON_LOOP_SECONDS') ? (int)CRON_LOOP_SECONDS : 300;
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$tickSeconds = defined('CRON_TICK_SECONDS') ? (int)CRON_TICK_SECONDS : 60;
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if ($tickSeconds < 15) { $tickSeconds = 15; } // sub 15s nu aduce nimic, doar incarca serverul
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if ($loopSeconds < 0) { $loopSeconds = 0; }
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if ($forceSingleTick) { $loopSeconds = 0; }
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// -----------------------------------------------------------------------------
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// 5. Overlap Lock
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// If the previous invocation is still running its loop (e.g., on a slow
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// server), the next invocation exits immediately instead of processing
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// everything twice. The flock() lock is automatically released, even if
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// the process terminates unexpectedly.
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// -----------------------------------------------------------------------------
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$runLockPath = $autoprefix . 'GameEngine/Prevention/cron_running.lock';
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$runLockHandle = @fopen($runLockPath, 'c');
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if ($runLockHandle === false) {
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if ($isCli) { fwrite(STDERR, "cron: cannot open lock ($runLockPath)\n"); }
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exit(1);
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}
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if (!flock($runLockHandle, LOCK_EX | LOCK_NB)) {
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fclose($runLockHandle);
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if ($isCli) { echo "cron: A previous invocation is still running. Exiting.\n"; }
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exit(0);
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}
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// -----------------------------------------------------------------------------
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// 6. Database Connection
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// Initializes the database connection ($database), which is accessed by
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// Automation.php through the global scope.
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// -----------------------------------------------------------------------------
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include_once($autoprefix . 'GameEngine/Database.php');
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if (!isset($database) || !$database) {
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if ($isCli) { fwrite(STDERR, "cron: conexiunea la baza de date a esuat\n"); }
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flock($runLockHandle, LOCK_UN);
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fclose($runLockHandle);
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exit(1);
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}
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// AUTOMATION_MANUAL_RUN tells Automation.php to bypass its own lock-file guard.
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// That guard is designed to coordinate concurrent player requests, whereas
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// this script is the only execution source and is already protected by the
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// overlap lock implemented above.
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if (!defined('AUTOMATION_MANUAL_RUN')) {
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define('AUTOMATION_MANUAL_RUN', true);
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}
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$cronMarkerPath = $autoprefix . 'GameEngine/Prevention/cron_active.txt';
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/**
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* Clears the request-scoped caches of the database class.
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*
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* The static caches in MYSQLi_DB are designed to live only for the duration of
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* a single request. In a long-running process that executes multiple ticks,
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* they would remain populated, causing subsequent ticks to operate on stale
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* data (e.g. building levels already modified by the previous tick).
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* We therefore reset them between ticks so that each tick starts as cleanly as
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* a fresh request.
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*
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* Only static array properties whose names contain "cache" are reset.
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*/
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function cron_reset_db_caches()
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{
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if (!class_exists('MYSQLi_DB')) {
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return;
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}
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try {
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$ref = new ReflectionClass('MYSQLi_DB');
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foreach ($ref->getProperties(ReflectionProperty::IS_STATIC) as $prop) {
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if (stripos($prop->getName(), 'cache') === false) {
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continue;
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}
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$prop->setAccessible(true);
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if (is_array($prop->getValue())) {
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$prop->setValue(null, []);
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}
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}
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} catch (Throwable $e) {
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// If reflection fails, it's better to continue than to stop the automation.
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}
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}
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// NOTE (bug fixed): Automation.php MUST NOT be included from inside a function.
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// Automation.php, in turn, includes Ranking.php, Units.php, Battle.php, and
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// Technology.php. Those files instantiate their objects at file scope
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// ($ranking = new Ranking; etc.). If the include is performed from within a
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// function, those assignments end up in the function's LOCAL scope instead of
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// the global scope. As a result, methods using "global $ranking" receive null,
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// causing errors such as:
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// Fatal error: Call to a member function procRankArray() on null
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//
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// For this reason, the first tick is executed below at global scope, while
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// subsequent ticks simply instantiate the already-loaded class with
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// new Automation().
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// -----------------------------------------------------------------------------
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// 7. Execution
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// -----------------------------------------------------------------------------
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$startedAt = time();
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$tickStart = time();
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$ticks = 0;
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// First tick: the include is performed HERE, at global scope, so that
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// $ranking, $units, $battle, $technology, and the other objects created by the
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// files included by Automation.php are truly global. The file ends with
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// "new Automation", so including it automatically starts the first processing
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// cycle.
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@file_put_contents($cronMarkerPath, (string) time(), LOCK_EX);
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include_once($autoprefix . 'GameEngine/Automation.php');
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$ticks++;
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// Subsequent ticks: the class is already loaded, so we simply instantiate it again.
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while ($loopSeconds > 0) {
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// Is there enough time left in the invocation budget for another complete tick?
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$elapsed = time() - $startedAt;
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if (($elapsed + $tickSeconds) >= $loopSeconds) {
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break;
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}
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// Sleep until the next tick, subtracting the time taken by the current tick.
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$spent = time() - $tickStart;
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$sleep = $tickSeconds - $spent;
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if ($sleep > 0) {
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sleep($sleep);
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}
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$tickStart = time();
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cron_reset_db_caches();
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@file_put_contents($cronMarkerPath, (string) time(), LOCK_EX);
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new Automation();
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$ticks++;
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}
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// -----------------------------------------------------------------------------
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// 8. Release the lock
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// -----------------------------------------------------------------------------
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flock($runLockHandle, LOCK_UN);
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fclose($runLockHandle);
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if ($isCli) {
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echo "cron: " . $ticks . " tick(uri) in " . (time() - $startedAt) . "s, terminat la " . date('Y-m-d H:i:s') . "\n";
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}
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