GameTimeController.java 7.0 KB

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  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 gnu.trove.TIntObjectHashMap;
  17. import gnu.trove.TObjectProcedure;
  18. import java.util.concurrent.locks.ReentrantLock;
  19. import java.util.logging.Level;
  20. import java.util.logging.Logger;
  21. import com.l2jserver.Config;
  22. import com.l2jserver.gameserver.ai.CtrlEvent;
  23. import com.l2jserver.gameserver.instancemanager.DayNightSpawnManager;
  24. import com.l2jserver.gameserver.model.actor.L2Character;
  25. /**
  26. * Removed TimerThread watcher [DrHouse]
  27. *
  28. * @version $Date: 2010/02/02 22:43:00 $
  29. */
  30. public class GameTimeController
  31. {
  32. protected static final Logger _log = Logger.getLogger(GameTimeController.class.getName());
  33. public static final int TICKS_PER_SECOND = 10; // not able to change this without checking through code
  34. public static final int MILLIS_IN_TICK = 1000 / TICKS_PER_SECOND;
  35. protected static int _gameTicks;
  36. protected static long _gameStartTime;
  37. protected static boolean _isNight = false;
  38. protected static boolean _interruptRequest = false;
  39. private static final TIntObjectHashMap<L2Character> _movingObjects = new TIntObjectHashMap<L2Character>();
  40. private static final ReentrantLock _lock = new ReentrantLock();
  41. protected static TimerThread _timer;
  42. /**
  43. * one ingame day is 240 real minutes
  44. */
  45. public static GameTimeController getInstance()
  46. {
  47. return SingletonHolder._instance;
  48. }
  49. private GameTimeController()
  50. {
  51. _gameStartTime = System.currentTimeMillis() - 3600000; // offset so that the server starts a day begin
  52. _gameTicks = 3600000 / MILLIS_IN_TICK; // offset so that the server starts a day begin
  53. _timer = new TimerThread();
  54. _timer.start();
  55. ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new BroadcastSunState(), 0, 600000);
  56. }
  57. public boolean isNowNight()
  58. {
  59. return _isNight;
  60. }
  61. public int getGameTime()
  62. {
  63. return (_gameTicks / (TICKS_PER_SECOND * 10));
  64. }
  65. public static int getGameTicks()
  66. {
  67. return _gameTicks;
  68. }
  69. /**
  70. * Add a L2Character to movingObjects of GameTimeController.<BR><BR>
  71. *
  72. * <B><U> Concept</U> :</B><BR><BR>
  73. * All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR><BR>
  74. *
  75. * @param cha The L2Character to add to movingObjects of GameTimeController
  76. *
  77. */
  78. public void registerMovingObject(L2Character cha)
  79. {
  80. if (cha == null)
  81. return;
  82. _lock.lock();
  83. try
  84. {
  85. _movingObjects.putIfAbsent(cha.getObjectId(), cha);
  86. }
  87. finally
  88. {
  89. _lock.unlock();
  90. }
  91. }
  92. /**
  93. * Move all L2Characters contained in movingObjects of GameTimeController.<BR><BR>
  94. *
  95. * <B><U> Concept</U> :</B><BR><BR>
  96. * All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR><BR>
  97. *
  98. * <B><U> Actions</U> :</B><BR><BR>
  99. * <li>Update the position of each L2Character </li>
  100. * <li>If movement is finished, the L2Character is removed from movingObjects </li>
  101. * <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>
  102. *
  103. */
  104. protected void moveObjects()
  105. {
  106. _lock.lock();
  107. try
  108. {
  109. _movingObjects.forEachValue(new MoveObjects());
  110. }
  111. finally
  112. {
  113. _lock.unlock();
  114. }
  115. }
  116. private final class MoveObjects implements TObjectProcedure<L2Character>
  117. {
  118. public final boolean execute(final L2Character ch)
  119. {
  120. if (ch.updatePosition(_gameTicks))
  121. {
  122. // If movement is finished, the L2Character is removed from
  123. // movingObjects and added to the ArrayList ended
  124. _movingObjects.remove(ch.getObjectId());
  125. ThreadPoolManager.getInstance().executeTask(new MovingObjectArrived(ch));
  126. }
  127. return true;
  128. }
  129. }
  130. public void stopTimer()
  131. {
  132. _interruptRequest = true;
  133. _timer.interrupt();
  134. }
  135. class TimerThread extends Thread
  136. {
  137. public TimerThread()
  138. {
  139. super("GameTimeController");
  140. setDaemon(true);
  141. setPriority(MAX_PRIORITY);
  142. }
  143. @Override
  144. public void run()
  145. {
  146. int oldTicks;
  147. long runtime;
  148. int sleepTime;
  149. for(;;)
  150. {
  151. try
  152. {
  153. oldTicks = _gameTicks; // save old ticks value to avoid moving objects 2x in same tick
  154. runtime = System.currentTimeMillis() - _gameStartTime; // from server boot to now
  155. _gameTicks = (int) (runtime / MILLIS_IN_TICK); // new ticks value (ticks now)
  156. if (oldTicks != _gameTicks)
  157. moveObjects(); // Runs possibly too often
  158. runtime = (System.currentTimeMillis() - _gameStartTime) - runtime;
  159. // calculate sleep time... time needed to next tick minus time it takes to call moveObjects()
  160. sleepTime = 1 + MILLIS_IN_TICK - ((int) runtime) % MILLIS_IN_TICK;
  161. //_log.finest("TICK: "+_gameTicks);
  162. if (sleepTime > 0)
  163. Thread.sleep(sleepTime);
  164. }
  165. catch (InterruptedException ie)
  166. {
  167. if (_interruptRequest)
  168. return;
  169. _log.log(Level.WARNING, "", ie);
  170. }
  171. catch (Exception e)
  172. {
  173. _log.log(Level.WARNING, "", e);
  174. }
  175. }
  176. }
  177. }
  178. /**
  179. * 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>
  180. */
  181. private static class MovingObjectArrived implements Runnable
  182. {
  183. private final L2Character _ended;
  184. MovingObjectArrived(L2Character ended)
  185. {
  186. _ended = ended;
  187. }
  188. public void run()
  189. {
  190. try
  191. {
  192. if (_ended.hasAI()) // AI could be just disabled due to region turn off
  193. {
  194. if (Config.MOVE_BASED_KNOWNLIST)
  195. _ended.getKnownList().findObjects();
  196. _ended.getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
  197. }
  198. }
  199. catch (NullPointerException e)
  200. {
  201. _log.log(Level.WARNING, "", e);
  202. }
  203. }
  204. }
  205. /**
  206. * @param rise
  207. */
  208. class BroadcastSunState implements Runnable
  209. {
  210. int h;
  211. boolean tempIsNight;
  212. public void run()
  213. {
  214. h = (getGameTime() / 60) % 24; // Time in hour
  215. tempIsNight = (h < 6);
  216. if (tempIsNight != _isNight)
  217. { // If diff day/night state
  218. _isNight = tempIsNight; // Set current day/night varible to value of temp varible
  219. DayNightSpawnManager.getInstance().notifyChangeMode();
  220. }
  221. }
  222. }
  223. @SuppressWarnings("synthetic-access")
  224. private static class SingletonHolder
  225. {
  226. protected static final GameTimeController _instance = new GameTimeController();
  227. }
  228. }