185 lines
4.9 KiB
Java
185 lines
4.9 KiB
Java
/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jmobius.gameserver;
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import java.util.Calendar;
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import java.util.Set;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.events.EventDispatcher;
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import com.l2jmobius.gameserver.model.events.impl.OnDayNightChange;
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/**
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* Game Time controller class.
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* @author Forsaiken
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*/
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public final class GameTimeController extends Thread
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{
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private static final Logger LOGGER = Logger.getLogger(GameTimeController.class.getName());
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public static final int TICKS_PER_SECOND = 10; // not able to change this without checking through code
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public static final int MILLIS_IN_TICK = 1000 / TICKS_PER_SECOND;
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public static final int IG_DAYS_PER_DAY = 6;
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public static final int MILLIS_PER_IG_DAY = (3600000 * 24) / IG_DAYS_PER_DAY;
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public static final int SECONDS_PER_IG_DAY = MILLIS_PER_IG_DAY / 1000;
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public static final int MINUTES_PER_IG_DAY = SECONDS_PER_IG_DAY / 60;
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public static final int TICKS_PER_IG_DAY = SECONDS_PER_IG_DAY * TICKS_PER_SECOND;
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public static final int TICKS_SUN_STATE_CHANGE = TICKS_PER_IG_DAY / 4;
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private static GameTimeController _instance;
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private final Set<L2Character> _movingObjects = ConcurrentHashMap.newKeySet();
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private final long _referenceTime;
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private GameTimeController()
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{
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super("GameTimeController");
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super.setDaemon(true);
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super.setPriority(MAX_PRIORITY);
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final Calendar c = Calendar.getInstance();
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c.set(Calendar.HOUR_OF_DAY, 0);
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c.set(Calendar.MINUTE, 0);
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c.set(Calendar.SECOND, 0);
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c.set(Calendar.MILLISECOND, 0);
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_referenceTime = c.getTimeInMillis();
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super.start();
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}
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public static void init()
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{
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_instance = new GameTimeController();
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}
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public final int getGameTime()
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{
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return (getGameTicks() % TICKS_PER_IG_DAY) / MILLIS_IN_TICK;
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}
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public final int getGameHour()
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{
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return getGameTime() / 60;
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}
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public final int getGameMinute()
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{
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return getGameTime() % 60;
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}
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public final boolean isNight()
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{
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return getGameHour() < 6;
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}
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/**
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* The true GameTime tick. Directly taken from current time. This represents the tick of the time.
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* @return
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*/
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public final int getGameTicks()
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{
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return (int) ((System.currentTimeMillis() - _referenceTime) / MILLIS_IN_TICK);
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}
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/**
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* Add a L2Character to movingObjects of GameTimeController.
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* @param cha The L2Character to add to movingObjects of GameTimeController
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*/
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public final void registerMovingObject(L2Character cha)
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{
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if (cha == null)
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{
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return;
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}
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_movingObjects.add(cha);
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}
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/**
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* Move all L2Characters contained in movingObjects of GameTimeController.<BR>
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* <B><U> Concept</U> :</B><BR>
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* All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR>
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* <B><U> Actions</U> :</B><BR>
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* <ul>
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* <li>Update the position of each L2Character</li>
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* <li>If movement is finished, the L2Character is removed from movingObjects</li>
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* <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>
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* </ul>
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*/
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private void moveObjects()
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{
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_movingObjects.removeIf(L2Character::updatePosition);
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}
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public final void stopTimer()
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{
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super.interrupt();
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LOGGER.info(getClass().getSimpleName() + ": Stopped.");
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}
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@Override
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public final void run()
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{
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LOGGER.info(getClass().getSimpleName() + ": Started.");
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long nextTickTime, sleepTime;
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boolean isNight = isNight();
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EventDispatcher.getInstance().notifyEventAsync(new OnDayNightChange(isNight));
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while (true)
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{
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nextTickTime = ((System.currentTimeMillis() / MILLIS_IN_TICK) * MILLIS_IN_TICK) + 100;
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try
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{
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moveObjects();
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}
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catch (Throwable e)
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{
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LOGGER.log(Level.WARNING, getClass().getSimpleName(), e);
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}
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sleepTime = nextTickTime - System.currentTimeMillis();
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if (sleepTime > 0)
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{
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try
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{
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Thread.sleep(sleepTime);
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}
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catch (InterruptedException e)
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{
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}
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}
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if (isNight() != isNight)
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{
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isNight = !isNight;
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EventDispatcher.getInstance().notifyEventAsync(new OnDayNightChange(isNight));
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}
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}
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}
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public static GameTimeController getInstance()
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{
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return _instance;
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}
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} |