GameTimeController.java 7.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269
  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package com.l2jserver.gameserver;
  16. import java.util.logging.Logger;
  17. import com.l2jserver.Config;
  18. import com.l2jserver.gameserver.ai.CtrlEvent;
  19. import com.l2jserver.gameserver.instancemanager.DayNightSpawnManager;
  20. import com.l2jserver.gameserver.model.actor.L2Character;
  21. import javolution.util.FastList;
  22. import javolution.util.FastMap;
  23. /**
  24. * Removed TimerThread watcher [DrHouse]
  25. *
  26. * @version $Date: 2010/02/02 22:43:00 $
  27. */
  28. public class GameTimeController
  29. {
  30. protected static final Logger _log = Logger.getLogger(GameTimeController.class.getName());
  31. public static final int TICKS_PER_SECOND = 10; // not able to change this without checking through code
  32. public static final int MILLIS_IN_TICK = 1000 / TICKS_PER_SECOND;
  33. protected static int _gameTicks;
  34. protected static long _gameStartTime;
  35. protected static boolean _isNight = false;
  36. protected static boolean _interruptRequest = false;
  37. private static final FastMap<Integer, L2Character> _movingObjects = new FastMap<Integer, L2Character>().shared();
  38. private static final FastList<L2Character> _toDelete = new FastList<L2Character>(20);
  39. protected static TimerThread _timer;
  40. /**
  41. * one ingame day is 240 real minutes
  42. */
  43. public static GameTimeController getInstance()
  44. {
  45. return SingletonHolder._instance;
  46. }
  47. private GameTimeController()
  48. {
  49. _gameStartTime = System.currentTimeMillis() - 3600000; // offset so that the server starts a day begin
  50. _gameTicks = 3600000 / MILLIS_IN_TICK; // offset so that the server starts a day begin
  51. _timer = new TimerThread();
  52. _timer.start();
  53. ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new BroadcastSunState(), 0, 600000);
  54. }
  55. public boolean isNowNight()
  56. {
  57. return _isNight;
  58. }
  59. public int getGameTime()
  60. {
  61. return (_gameTicks / (TICKS_PER_SECOND * 10));
  62. }
  63. public static int getGameTicks()
  64. {
  65. return _gameTicks;
  66. }
  67. /**
  68. * Add a L2Character to movingObjects of GameTimeController.<BR><BR>
  69. *
  70. * <B><U> Concept</U> :</B><BR><BR>
  71. * All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR><BR>
  72. *
  73. * @param cha The L2Character to add to movingObjects of GameTimeController
  74. *
  75. */
  76. public void registerMovingObject(L2Character cha)
  77. {
  78. if (cha == null)
  79. return;
  80. _movingObjects.putIfAbsent(cha.getObjectId(), cha);
  81. }
  82. /**
  83. * Move all L2Characters contained in movingObjects of GameTimeController.<BR><BR>
  84. *
  85. * <B><U> Concept</U> :</B><BR><BR>
  86. * All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR><BR>
  87. *
  88. * <B><U> Actions</U> :</B><BR><BR>
  89. * <li>Update the position of each L2Character </li>
  90. * <li>If movement is finished, the L2Character is removed from movingObjects </li>
  91. * <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>
  92. *
  93. */
  94. protected void moveObjects()
  95. {
  96. // Go throw the table containing L2Character in movement
  97. for (L2Character ch : _movingObjects.values())
  98. {
  99. // If movement is finished, the L2Character is removed from
  100. // movingObjects and added to the ArrayList ended
  101. if (ch.updatePosition(_gameTicks))
  102. _toDelete.add(ch);
  103. }
  104. if (_toDelete.isEmpty())
  105. return;
  106. /*
  107. * Synchronizing on _movingObjects since this map is set as shared so,
  108. * on every write operation (add/remove) there is already an internal
  109. * synchronization. This way we avoid the time that every remove()
  110. * call would have to wait until acquiring _movingObjects lock due to
  111. * concurrent writes.
  112. *
  113. * TODO: Possibly this could be done on the fly, removing while iterating over
  114. * the map, without using any extra list.
  115. *
  116. * TODO: On the other hand, perhaps we could avoid executing some MovingObjectArrived
  117. * tasks performing some checks in this thread (during loop): for instance,
  118. * only execute it if AI think() will be eventually run.
  119. *
  120. * [DrHouse]
  121. */
  122. synchronized (_movingObjects)
  123. {
  124. for (L2Character ch : _toDelete)
  125. {
  126. _movingObjects.remove(ch.getObjectId());
  127. ThreadPoolManager.getInstance().executeTask(new MovingObjectArrived(ch));
  128. }
  129. }
  130. _toDelete.clear();
  131. }
  132. public void stopTimer()
  133. {
  134. _interruptRequest = true;
  135. _timer.interrupt();
  136. }
  137. class TimerThread extends Thread
  138. {
  139. public TimerThread()
  140. {
  141. super("GameTimeController");
  142. setDaemon(true);
  143. setPriority(MAX_PRIORITY);
  144. }
  145. @Override
  146. public void run()
  147. {
  148. int oldTicks;
  149. long runtime;
  150. int sleepTime;
  151. for(;;)
  152. {
  153. try
  154. {
  155. oldTicks = _gameTicks; // save old ticks value to avoid moving objects 2x in same tick
  156. runtime = System.currentTimeMillis() - _gameStartTime; // from server boot to now
  157. _gameTicks = (int) (runtime / MILLIS_IN_TICK); // new ticks value (ticks now)
  158. if (oldTicks != _gameTicks)
  159. moveObjects(); // Runs possibly too often
  160. runtime = (System.currentTimeMillis() - _gameStartTime) - runtime;
  161. // calculate sleep time... time needed to next tick minus time it takes to call moveObjects()
  162. sleepTime = 1 + MILLIS_IN_TICK - ((int) runtime) % MILLIS_IN_TICK;
  163. //_log.finest("TICK: "+_gameTicks);
  164. if (sleepTime > 0)
  165. Thread.sleep(sleepTime);
  166. }
  167. catch (InterruptedException ie)
  168. {
  169. if (_interruptRequest)
  170. return;
  171. ie.printStackTrace();
  172. }
  173. catch (Exception e)
  174. {
  175. e.printStackTrace();
  176. }
  177. }
  178. }
  179. }
  180. /**
  181. * 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>
  182. */
  183. class MovingObjectArrived implements Runnable
  184. {
  185. private final L2Character _ended;
  186. MovingObjectArrived(L2Character ended)
  187. {
  188. _ended = ended;
  189. }
  190. public void run()
  191. {
  192. try
  193. {
  194. if (_ended.hasAI()) // AI could be just disabled due to region turn off
  195. {
  196. if (Config.MOVE_BASED_KNOWNLIST)
  197. _ended.getKnownList().findObjects();
  198. _ended.getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
  199. }
  200. }
  201. catch (NullPointerException e)
  202. {
  203. e.printStackTrace();
  204. }
  205. }
  206. }
  207. /**
  208. * @param rise
  209. */
  210. class BroadcastSunState implements Runnable
  211. {
  212. int h;
  213. boolean tempIsNight;
  214. public void run()
  215. {
  216. h = (getGameTime() / 60) % 24; // Time in hour
  217. tempIsNight = (h < 6);
  218. if (tempIsNight != _isNight)
  219. { // If diff day/night state
  220. _isNight = tempIsNight; // Set current day/night varible to value of temp varible
  221. DayNightSpawnManager.getInstance().notifyChangeMode();
  222. }
  223. }
  224. }
  225. @SuppressWarnings("synthetic-access")
  226. private static class SingletonHolder
  227. {
  228. protected static final GameTimeController _instance = new GameTimeController();
  229. }
  230. }