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- /*
- * 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 2, 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, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
- * 02111-1307, USA.
- *
- * http://www.gnu.org/copyleft/gpl.html
- */
- package net.sf.l2j.gameserver;
- import java.text.SimpleDateFormat;
- import java.util.Date;
- import java.util.List;
- import java.util.concurrent.ScheduledFuture;
- import java.util.logging.Logger;
- import javolution.util.FastList;
- 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;
- 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 List<L2Character> _movingObjects = new FastList<L2Character>();
- 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.<BR><BR>
- *
- * <B><U> Concept</U> :</B><BR><BR>
- * All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR><BR>
- *
- * @param cha The L2Character to add to movingObjects of GameTimeController
- *
- */
- public synchronized void registerMovingObject(L2Character cha)
- {
- if(cha == null) return;
- if (!_movingObjects.contains(cha)) _movingObjects.add(cha);
- }
- /**
- * Move all L2Characters contained in movingObjects of GameTimeController.<BR><BR>
- *
- * <B><U> Concept</U> :</B><BR><BR>
- * All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <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 EVT_ARRIVED </li><BR><BR>
- *
- */
- protected synchronized void moveObjects()
- {
- // Get all L2Character from the ArrayList movingObjects and put them into a table
- L2Character[] chars = _movingObjects.toArray(new L2Character[_movingObjects.size()]);
- // Create an ArrayList to contain all L2Character that are arrived to destination
- List<L2Character> ended = null;
- // Go throw the table containing L2Character in movement
- for (int i = 0; i < chars.length; i++)
- {
- L2Character cha = chars[i];
- // Update the position of the L2Character and return True if the movement is finished
- boolean end = cha.updatePosition(_gameTicks);
- // If movement is finished, the L2Character is removed from movingObjects and added to the ArrayList ended
- if (end)
- {
- _movingObjects.remove(cha);
- if (ended == null) ended = new FastList<L2Character>();
- ended.add(cha);
- }
- }
- // 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
- // TODO: maybe a general TP is needed for that kinda stuff (all knownlist updates should be done in a TP anyway).
- if (ended != null)
- ThreadPoolManager.getInstance().executeTask(new MovingObjectArrived(ended));
- }
- 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.<BR><BR>
- */
- class MovingObjectArrived implements Runnable
- {
- private final List<L2Character> _ended;
- MovingObjectArrived(List<L2Character> ended)
- {
- _ended = ended;
- }
- public void run()
- {
- for (L2Character cha : _ended)
- {
- try {
- cha.getKnownList().updateKnownObjects();
- cha.getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
- } catch (NullPointerException e) {}
- }
- }
- }
- /**
- * @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();
- }
- }
- }
- }
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