l2j_mobius/L2J_Mobius_C4/java/com/l2jmobius/gameserver/GameTimeController.java
2017-07-19 21:24:06 +00:00

283 lines
7.5 KiB
Java

/*
* This file is part of the L2J Mobius project.
*
* 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 com.l2jmobius.gameserver;
import java.text.SimpleDateFormat;
import java.util.Date;
import java.util.Map;
import java.util.concurrent.ScheduledFuture;
import java.util.logging.Logger;
import com.l2jmobius.gameserver.ai.CtrlEvent;
import com.l2jmobius.gameserver.instancemanager.DayNightSpawnManager;
import com.l2jmobius.gameserver.model.L2Character;
import javolution.util.FastList;
import javolution.util.FastMap;
/**
* This class ...
* @version $Revision: 1.1.4.8 $ $Date: 2005/04/06 16:13:24 $
*/
@SuppressWarnings("rawtypes")
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 Map<Integer, L2Character> _movingObjects = new FastMap<Integer, L2Character>().shared();
protected static TimerThread _timer;
private final ScheduledFuture _timerWatcher;
/**
* one ingame day is 240 real minutes
* @return
*/
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(), 20000, 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 (final 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 (final L2Character ch : ended)
{
if (ch != null)
{
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 (;;)
{
final 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(); // Runs possibly too often
}
runtime = (System.currentTimeMillis() - _gameStartTime) - runtime;
// calculate sleep time... time needed to next tick minus time it takes to call moveObjects()
final 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 (final Exception e)
{
_error = e;
}
}
}
class TimerWatcher implements Runnable
{
@Override
public void run()
{
if (!_timer.isAlive())
{
final 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;
}
@Override
public void run()
{
try
{
if (_ended.hasAI())
{
_ended.getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
}
}
catch (final NullPointerException e)
{
e.printStackTrace();
}
}
}
class BroadcastSunState implements Runnable
{
@Override
public void run()
{
final int h = (getGameTime() / 60) % 24; // Time in hour
final 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();
}
}
}
}