/** * vim: set ts=4 : * ============================================================================= * SourceMod * Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved. * ============================================================================= * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License, version 3.0, as published by the * Free Software Foundation. * * 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 . * * As a special exception, AlliedModders LLC gives you permission to link the * code of this program (as well as its derivative works) to "Half-Life 2," the * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software * by the Valve Corporation. You must obey the GNU General Public License in * all respects for all other code used. Additionally, AlliedModders LLC grants * this exception to all derivative works. AlliedModders LLC defines further * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), * or . * * Version: $Id$ */ #include "frame_hooks.h" #include "TimerSys.h" #include "HalfLife2.h" #include "MenuStyle_Valve.h" #include "MenuStyle_Radio.h" #include "PlayerManager.h" #include "CoreConfig.h" #include #include #include "sourcemod.h" static IMutex *frame_mutex; static Queue *frame_queue; static Queue *frame_actions; static float g_LastMenuTime = 0.0f; static float g_LastAuthCheck = 0.0f; bool g_PendingInternalPush = false; class FrameActionInit : public SMGlobalClass { public: void OnSourceModAllInitialized() { frame_queue = new Queue(); frame_actions = new Queue(); frame_mutex = g_pThreader->MakeMutex(); } void OnSourceModShutdown() { delete frame_queue; delete frame_actions; frame_mutex->DestroyThis(); } } s_FrameActionInit; void AddFrameAction(const FrameAction & action) { frame_mutex->Lock(); frame_queue->push(action); frame_mutex->Unlock(); } void RunFrameHooks(bool simulating) { /* It's okay if this check races. */ if (frame_queue->size()) { Queue *temp; /* Very quick lock to move queue/actions back and forth */ frame_mutex->Lock(); temp = frame_queue; frame_queue = frame_actions; frame_actions = temp; frame_mutex->Unlock(); /* The server will now be adding to the other queue, so we can process events. */ while (!frame_actions->empty()) { FrameAction &item = frame_actions->first(); frame_actions->pop(); item.action(item.data); } } /* Frame based hooks */ g_HL2.ProcessFakeCliCmdQueue(); g_HL2.ProcessDelayedKicks(); if (g_PendingInternalPush) { SM_InternalCmdTrigger(); } g_SourceMod.ProcessGameFrameHooks(simulating); float curtime = *g_pUniversalTime; if (curtime - g_LastMenuTime >= 1.0f) { g_ValveMenuStyle.ProcessWatchList(); g_RadioMenuStyle.ProcessWatchList(); g_LastMenuTime = curtime; } if (*g_NumPlayersToAuth && curtime - g_LastAuthCheck >= 0.7f) { g_Players.RunAuthChecks(); g_LastAuthCheck = curtime; } }