/* * This program 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 . */ package com.l2jserver.gameserver; import gnu.trove.map.hash.TIntObjectHashMap; import gnu.trove.procedure.TObjectProcedure; import java.util.concurrent.locks.ReentrantLock; import java.util.logging.Level; import java.util.logging.Logger; import com.l2jserver.Config; import com.l2jserver.gameserver.ai.CtrlEvent; import com.l2jserver.gameserver.instancemanager.DayNightSpawnManager; import com.l2jserver.gameserver.model.actor.L2Character; /** * Removed TimerThread watcher [DrHouse] * * @version $Date: 2010/02/02 22:43:00 $ */ public class GameTimeController { protected static final Logger _log = Logger.getLogger(GameTimeController.class.getName()); public static final int TICKS_PER_SECOND = 10; // not able to change this without checking through code public static final int MILLIS_IN_TICK = 1000 / TICKS_PER_SECOND; protected static int _gameTicks; protected static long _gameStartTime; protected static boolean _isNight = false; protected static boolean _interruptRequest = false; private static final TIntObjectHashMap _movingObjects = new TIntObjectHashMap(); private static final ReentrantLock _lock = new ReentrantLock(); protected static TimerThread _timer; /** * one ingame day is 240 real minutes * @return */ public static GameTimeController getInstance() { return SingletonHolder._instance; } private GameTimeController() { _gameStartTime = System.currentTimeMillis() - 3600000; // offset so that the server starts a day begin _gameTicks = 3600000 / MILLIS_IN_TICK; // offset so that the server starts a day begin _timer = new TimerThread(); _timer.start(); ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new BroadcastSunState(), 0, 600000); } public boolean isNowNight() { return _isNight; } public int getGameTime() { return (_gameTicks / (TICKS_PER_SECOND * 10)); } public static int getGameTicks() { return _gameTicks; } /** * Add a L2Character to movingObjects of GameTimeController.

* * Concept :

* All L2Character in movement are identified in movingObjects of GameTimeController.

* * @param cha The L2Character to add to movingObjects of GameTimeController * */ public void registerMovingObject(L2Character cha) { if (cha == null) return; _lock.lock(); try { _movingObjects.putIfAbsent(cha.getObjectId(), cha); } finally { _lock.unlock(); } } /** * Move all L2Characters contained in movingObjects of GameTimeController.

* * Concept :

* All L2Character in movement are identified in movingObjects of GameTimeController.

* * Actions :

*
  • Update the position of each L2Character
  • *
  • If movement is finished, the L2Character is removed from movingObjects
  • *
  • 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 EVT_ARRIVED


  • * */ protected void moveObjects() { _lock.lock(); try { _movingObjects.forEachValue(new MoveObjects()); } finally { _lock.unlock(); } } private final class MoveObjects implements TObjectProcedure { public final boolean execute(final L2Character ch) { if (ch.updatePosition(_gameTicks)) { // If movement is finished, the L2Character is removed from // movingObjects and added to the ArrayList ended _movingObjects.remove(ch.getObjectId()); ThreadPoolManager.getInstance().executeTask(new MovingObjectArrived(ch)); } return true; } } public void stopTimer() { _interruptRequest = true; _timer.interrupt(); } class TimerThread extends Thread { public TimerThread() { super("GameTimeController"); setDaemon(true); setPriority(MAX_PRIORITY); } @Override public void run() { int oldTicks; long runtime; int sleepTime; for(;;) { try { oldTicks = _gameTicks; // save old ticks value to avoid moving objects 2x in same tick runtime = System.currentTimeMillis() - _gameStartTime; // from server boot to now _gameTicks = (int) (runtime / MILLIS_IN_TICK); // new ticks value (ticks now) if (oldTicks != _gameTicks) moveObjects(); // Runs possibly too often runtime = (System.currentTimeMillis() - _gameStartTime) - runtime; // calculate sleep time... time needed to next tick minus time it takes to call moveObjects() sleepTime = 1 + MILLIS_IN_TICK - ((int) runtime) % MILLIS_IN_TICK; //_log.finest("TICK: "+_gameTicks); if (sleepTime > 0) Thread.sleep(sleepTime); } catch (InterruptedException ie) { if (_interruptRequest) return; _log.log(Level.WARNING, "", ie); } catch (Exception e) { _log.log(Level.WARNING, "", e); } } } } /** * Update the _knownObject and _knowPlayers of each L2Character that finished its movement and of their already known L2Object then notify AI with EVT_ARRIVED.

    */ private static class MovingObjectArrived implements Runnable { private final L2Character _ended; MovingObjectArrived(L2Character ended) { _ended = ended; } public void run() { try { if (_ended.hasAI()) // AI could be just disabled due to region turn off { if (Config.MOVE_BASED_KNOWNLIST) _ended.getKnownList().findObjects(); _ended.getAI().notifyEvent(CtrlEvent.EVT_ARRIVED); } } catch (NullPointerException e) { _log.log(Level.WARNING, "", e); } } } class BroadcastSunState implements Runnable { int h; boolean tempIsNight; public void run() { h = ((getGameTime() + 29) / 60) % 24; // Time in hour (+ 29 is to round 60) tempIsNight = (h < 6); if (tempIsNight != _isNight) { // If diff day/night state _isNight = tempIsNight; // Set current day/night varible to value of temp varible DayNightSpawnManager.getInstance().notifyChangeMode(); } } } @SuppressWarnings("synthetic-access") private static class SingletonHolder { protected static final GameTimeController _instance = new GameTimeController(); } }