/*
* 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();
}
}
}
}