/* * 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 2, 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, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * http://www.gnu.org/copyleft/gpl.html */ package net.sf.l2j.gameserver; import java.text.SimpleDateFormat; import java.util.Date; import java.util.concurrent.ScheduledFuture; import java.util.logging.Logger; import javolution.util.FastList; import net.sf.l2j.gameserver.ai.CtrlEvent; import net.sf.l2j.gameserver.instancemanager.DayNightSpawnManager; import net.sf.l2j.gameserver.model.L2Character; import java.util.concurrent.locks.*; /** * 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; 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 FastList _movingObjects = new FastList(); protected static TimerThread _timer; protected static MoveObjectsThread _mover; private ScheduledFuture _timerWatcher; public final Lock lock = new ReentrantLock(); public final Condition tickCondition = lock.newCondition(); /** * 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(); _mover = new MoveObjectsThread(_movingObjects); _mover.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.

* * Concept :

* All L2Character in movement are identified in movingObjects of GameTimeController.

* * @param cha The L2Character to add to movingObjects of GameTimeController * */ public void registerMovingObject(L2Character cha) { if(cha == null) return; synchronized(_movingObjects) { if (!_movingObjects.contains(cha)) _movingObjects.add(cha); } } /** * Move all L2Characters contained in movingObjects of GameTimeController.

* * Concept :

* All L2Character in movement are identified in movingObjects of GameTimeController.

* * Actions :

*
  • Update the position of each L2Character
  • *
  • If movement is finished, the L2Character is removed from movingObjects
  • *
  • 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


  • * */ class MoveObjectsThread extends Thread { private final FastList chars; private int oldticks; public MoveObjectsThread(FastList _chars) { chars = _chars; } public void run() { L2Character cha; for (;;) { lock.lock(); try { while (oldticks == _gameTicks || chars.isEmpty()) { if (oldticks != _gameTicks) oldticks = _gameTicks; tickCondition.await(); } } catch (InterruptedException e) { return; } finally {lock.unlock();} for (FastList.Node e = chars.head(), end = chars.tail(); e!=end; e = e.getNext()) { cha = e.getValue(); if (cha.updatePosition(_gameTicks)) { synchronized (chars) { chars.remove(cha); } ThreadPoolManager.getInstance().executeTask(new MovingObjectArrived(cha)); } } oldticks = _gameTicks; } } } public void stopTimer() { _timerWatcher.cancel(true); _timer.interrupt(); _mover.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 (;;) { lock.lock(); 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) tickCondition.signalAll(); 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; lock.unlock(); sleep(sleepTime); } } catch (Exception e) { lock.unlock(); _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.

    */ class MovingObjectArrived implements Runnable { private final L2Character _ended; MovingObjectArrived(L2Character ended) { _ended = ended; } public void run() { _ended.getKnownList().updateKnownObjects(); if (_ended.hasAI()) _ended.getAI().notifyEvent(CtrlEvent.EVT_ARRIVED); } } /** * @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(); } } } }