actual freya branch
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/*
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* This program is free software: you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free Software
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* Foundation, either version 3 of the License, or (at your option) any later
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* version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.gameserver;
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import java.util.Iterator;
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import java.util.Map;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import javolution.util.FastMap;
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import com.l2jserver.Config;
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import com.l2jserver.gameserver.ai.CtrlEvent;
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import com.l2jserver.gameserver.instancemanager.DayNightSpawnManager;
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import com.l2jserver.gameserver.model.actor.L2Character;
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/**
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* Removed TimerThread watcher [DrHouse]
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* @version $Date: 2010/02/02 22:43:00 $
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*/
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public class GameTimeController
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{
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protected static final Logger _log = Logger.getLogger(GameTimeController.class.getName());
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public static final int TICKS_PER_SECOND = 10; // not able to change this without checking through code
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public static final int MILLIS_IN_TICK = 1000 / TICKS_PER_SECOND;
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protected static int _gameTicks;
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protected static long _gameStartTime;
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protected static boolean _isNight = false;
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protected static boolean _interruptRequest = false;
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private static final FastMap<Integer, L2Character> _movingObjects = new FastMap<Integer, L2Character>().shared();
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protected static TimerThread _timer;
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/**
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* one ingame day is 240 real minutes
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*/
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public static GameTimeController getInstance()
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{
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return SingletonHolder._instance;
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}
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private GameTimeController()
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{
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_gameStartTime = System.currentTimeMillis() - 3600000; // offset so that the server starts a day begin
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_gameTicks = 3600000 / MILLIS_IN_TICK; // offset so that the server starts a day begin
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_timer = new TimerThread();
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_timer.start();
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ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new BroadcastSunState(), 0, 600000);
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}
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public boolean isNowNight()
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{
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return _isNight;
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}
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public int getGameTime()
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{
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return (_gameTicks / (TICKS_PER_SECOND * 10));
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}
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public static int getGameTicks()
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{
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return _gameTicks;
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}
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/**
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* Add a L2Character to movingObjects of GameTimeController.<BR>
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* <BR>
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* <B><U> Concept</U> :</B><BR>
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* <BR>
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* All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR>
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* <BR>
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* @param cha The L2Character to add to movingObjects of GameTimeController
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*/
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public void registerMovingObject(L2Character cha)
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{
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if (cha == null)
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{
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return;
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}
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_movingObjects.putIfAbsent(cha.getObjectId(), cha);
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}
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/**
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* Move all L2Characters contained in movingObjects of GameTimeController.<BR>
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* <BR>
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* <B><U> Concept</U> :</B><BR>
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* <BR>
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* All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR>
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* <BR>
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* <B><U> Actions</U> :</B><BR>
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* <BR>
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* <li>Update the position of each L2Character</li> <li>If movement is finished, the L2Character is removed from movingObjects</li> <li>Create a task to update the _knownObject and _knowPlayers of each L2Character that finished its movement and of their already known L2Object then notify AI with
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* EVT_ARRIVED</li><BR>
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* <BR>
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*/
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protected void moveObjects()
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{
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// Go throw the table containing L2Character in movement
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Iterator<Map.Entry<Integer, L2Character>> it = _movingObjects.entrySet().iterator();
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while (it.hasNext())
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{
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// If movement is finished, the L2Character is removed from
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// movingObjects and added to the ArrayList ended
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L2Character ch = it.next().getValue();
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if (ch.updatePosition(_gameTicks))
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{
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it.remove();
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ThreadPoolManager.getInstance().executeTask(new MovingObjectArrived(ch));
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}
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}
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}
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public void stopTimer()
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{
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_interruptRequest = true;
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_timer.interrupt();
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}
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class TimerThread extends Thread
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{
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public TimerThread()
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{
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super("GameTimeController");
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setDaemon(true);
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setPriority(MAX_PRIORITY);
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}
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@Override
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public void run()
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{
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int oldTicks;
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long runtime;
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int sleepTime;
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for (;;)
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{
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try
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{
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oldTicks = _gameTicks; // save old ticks value to avoid moving objects 2x in same tick
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runtime = System.currentTimeMillis() - _gameStartTime; // from server boot to now
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_gameTicks = (int) (runtime / MILLIS_IN_TICK); // new ticks value (ticks now)
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if (oldTicks != _gameTicks)
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{
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moveObjects(); // Runs possibly too often
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}
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runtime = (System.currentTimeMillis() - _gameStartTime) - runtime;
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// calculate sleep time... time needed to next tick minus time it takes to call moveObjects()
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sleepTime = (1 + MILLIS_IN_TICK) - (((int) runtime) % MILLIS_IN_TICK);
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// _log.finest("TICK: "+_gameTicks);
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if (sleepTime > 0)
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{
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Thread.sleep(sleepTime);
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}
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}
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catch (InterruptedException ie)
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{
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if (_interruptRequest)
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{
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return;
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}
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_log.log(Level.WARNING, "", ie);
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}
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catch (Exception e)
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{
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_log.log(Level.WARNING, "", e);
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}
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}
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}
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}
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/**
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* Update the _knownObject and _knowPlayers of each L2Character that finished its movement and of their already known L2Object then notify AI with EVT_ARRIVED.<BR>
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* <BR>
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*/
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private static class MovingObjectArrived implements Runnable
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{
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private final L2Character _ended;
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MovingObjectArrived(L2Character ended)
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{
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_ended = ended;
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}
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@Override
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public void run()
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{
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try
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{
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if (_ended.hasAI()) // AI could be just disabled due to region turn off
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{
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if (Config.MOVE_BASED_KNOWNLIST)
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{
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_ended.getKnownList().findObjects();
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}
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_ended.getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
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}
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}
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catch (NullPointerException e)
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{
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_log.log(Level.WARNING, "", e);
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}
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}
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}
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/**
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* @param rise
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*/
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class BroadcastSunState implements Runnable
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{
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int h;
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boolean tempIsNight;
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@Override
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public void run()
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{
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h = ((getGameTime() + 29) / 60) % 24; // Time in hour (+ 29 is to round 60)
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tempIsNight = (h < 6);
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if (tempIsNight != _isNight)
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{ // If diff day/night state
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_isNight = tempIsNight; // Set current day/night varible to value of temp varible
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DayNightSpawnManager.getInstance().notifyChangeMode();
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}
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}
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}
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@SuppressWarnings("synthetic-access")
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private static class SingletonHolder
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{
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protected static final GameTimeController _instance = new GameTimeController();
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}
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}
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