/*
* 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;
protected 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;
}
protected 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();
}
}
protected final class MoveObjects implements TObjectProcedure
{
@Override
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;
}
@Override
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;
@Override
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();
}
}
}
private static class SingletonHolder
{
protected static final GameTimeController _instance = new GameTimeController();
}
}