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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 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 <http://www.gnu.org/licenses/>.
- */
- 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<Integer,L2Character> _movingObjects = new FastMap<Integer,L2Character>().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.<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 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.<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 void moveObjects()
- {
- // Create an FastList to contain all L2Character that are arrived to
- // destination
- FastList<L2Character> 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<L2Character>();
-
- 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.<BR><BR>
- */
- 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();
- }
- }
- }
- }
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