/* * 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 net.sf.l2j.gameserver; import java.text.SimpleDateFormat; import java.util.Date; import java.util.Map; import java.util.concurrent.ScheduledFuture; import java.util.logging.Logger; import javolution.util.FastList; import javolution.util.FastMap; import net.sf.l2j.Config; import net.sf.l2j.gameserver.ai.CtrlEvent; import net.sf.l2j.gameserver.instancemanager.DayNightSpawnManager; import net.sf.l2j.gameserver.model.L2Character; /** * This class ... * * @version $Revision: 1.1.4.8 $ $Date: 2005/04/06 16:13:24 $ */ public class GameTimeController { 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; private static GameTimeController _instance = new GameTimeController(); protected static int _gameTicks; protected static long _gameStartTime; protected static boolean _isNight = false; private static Map _movingObjects = new FastMap().setShared(true); protected static TimerThread _timer; private ScheduledFuture _timerWatcher; /** * one ingame day is 240 real minutes */ public static GameTimeController getInstance() { return _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(); _timerWatcher = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new TimerWatcher(), 0, 1000); 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; if (!_movingObjects.containsKey(cha.getObjectId())) _movingObjects.put(cha.getObjectId(),cha); } /** * 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() { // Create an FastList to contain all L2Character that are arrived to // destination FastList ended = null; // Go throw the table containing L2Character in movement for (L2Character ch : _movingObjects.values()) { // If movement is finished, the L2Character is removed from // movingObjects and added to the ArrayList ended if (ch != null) if (ch.updatePosition(_gameTicks)) { if (ended == null) ended = new FastList(); ended.add(ch); } } if (ended != null) { _movingObjects.values().removeAll(ended); for (L2Character ch : ended) if (ch != null) // Disconnected? ThreadPoolManager.getInstance().executeTask(new MovingObjectArrived(ch)); ended.clear(); } } public void stopTimer() { _timerWatcher.cancel(true); _timer.interrupt(); } class TimerThread extends Thread { protected Exception _error; public TimerThread() { super("GameTimeController"); setDaemon(true); setPriority(MAX_PRIORITY); _error = null; } @Override public void run() { try { for (;;) { int _oldTicks=_gameTicks; // save old ticks value to avoid moving objects 2x in same tick long runtime = System.currentTimeMillis() - _gameStartTime; // from server boot to now _gameTicks = (int) (runtime / MILLIS_IN_TICK); // new ticks value (ticks now) if (_oldTicks != _gameTicks) moveObjects(); // XXX: if this makes objects go slower, remove it // but I think it can't make that effect. is it better to call moveObjects() twice in same // tick to make-up for missed tick ? or is it better to ignore missed tick ? // (will happen very rarely but it will happen ... on garbage collection definitely) runtime = (System.currentTimeMillis() - _gameStartTime) - runtime; // calculate sleep time... time needed to next tick minus time it takes to call moveObjects() int sleepTime = 1 + MILLIS_IN_TICK - ((int) runtime) % MILLIS_IN_TICK; //_log.finest("TICK: "+_gameTicks); sleep(sleepTime); // hope other threads will have much more cpu time available now // SelectorThread most of all } } catch (Exception e) { _error = e; } } } class TimerWatcher implements Runnable { public void run() { if (!_timer.isAlive()) { String time = (new SimpleDateFormat("HH:mm:ss")).format(new Date()); _log.warning(time + " TimerThread stop with following error. restart it."); if (_timer._error != null) _timer._error.printStackTrace(); _timer = new TimerThread(); _timer.start(); } } } /** * Update the _knownObject and _knowPlayers of each L2Character that finished its movement and of their already known L2Object then notify AI with EVT_ARRIVED.

    */ 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) { e.printStackTrace(); } } } /** * @param rise */ class BroadcastSunState implements Runnable { public void run() { int h = (getGameTime() / 60) % 24; // Time in hour boolean 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(); } } } }