sourcemod/core/TimerSys.cpp
Nicholas Hastings 1ba6b2653a Move ForwardSys from core to logic (bug 5953, r=fyren).
--HG--
rename : core/ForwardSys.cpp => core/logic/ForwardSys.cpp
rename : core/ForwardSys.h => core/logic/ForwardSys.h
2013-10-09 08:43:08 -04:00

488 lines
10 KiB
C++

/**
* 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 <http://www.gnu.org/licenses/>.
*
* 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 <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#include <time.h>
#include "TimerSys.h"
#include "sourcemm_api.h"
#include "frame_hooks.h"
#include "ConVarManager.h"
#include "logic_bridge.h"
#define TIMER_MIN_ACCURACY 0.1
TimerSystem g_Timers;
double g_fUniversalTime = 0.0f;
float g_fGameStartTime = 0.0f; /* Game game start time, non-universal */
double g_fTimerThink = 0.0f; /* Timer's next think time */
const double *g_pUniversalTime = &g_fUniversalTime;
ConVar *mp_timelimit = NULL;
int g_TimeLeftMode = 0;
ConVar sm_time_adjustment("sm_time_adjustment", "0", 0, "Adjusts the server time in seconds");
inline double GetSimulatedTime()
{
return g_fUniversalTime;
}
time_t GetAdjustedTime(time_t *buf)
{
time_t val = time(NULL) + sm_time_adjustment.GetInt();
if (buf)
{
*buf = val;
}
return val;
}
class DefaultMapTimer :
public IMapTimer,
public SMGlobalClass,
public IConVarChangeListener
{
public:
DefaultMapTimer()
{
m_bInUse = false;
}
void OnSourceModLevelChange(const char *mapName)
{
g_fGameStartTime = 0.0f;
}
int GetMapTimeLimit()
{
return mp_timelimit->GetInt();
}
void SetMapTimerStatus(bool enabled)
{
if (enabled && !m_bInUse)
{
Enable();
}
else if (!enabled && m_bInUse)
{
Disable();
}
m_bInUse = enabled;
}
void ExtendMapTimeLimit(int extra_time)
{
if (extra_time == 0)
{
mp_timelimit->SetValue(0);
return;
}
extra_time /= 60;
mp_timelimit->SetValue(mp_timelimit->GetInt() + extra_time);
}
void OnConVarChanged(ConVar *pConVar, const char *oldValue, float flOldValue)
{
g_Timers.MapTimeLeftChanged();
}
private:
void Enable()
{
g_ConVarManager.AddConVarChangeListener("mp_timelimit", this);
}
void Disable()
{
g_ConVarManager.RemoveConVarChangeListener("mp_timelimit", this);
}
private:
bool m_bInUse;
} s_DefaultMapTimer;
/**
* If the ticking process has run amok (should be impossible), we
* take care of this by "skipping" the in-between time, to prevent
* a bazillion times from firing on accident. This has the result
* that a drastic jump in time will continue acting normally. Users
* may not expect this, but... I think it is the best solution.
*/
inline double CalcNextThink(double last, float interval)
{
if (g_fUniversalTime - last - interval <= TIMER_MIN_ACCURACY)
{
return last + interval;
}
else
{
return g_fUniversalTime + interval;
}
}
void ITimer::Initialize(ITimedEvent *pCallbacks, float fInterval, float fToExec, void *pData, int flags)
{
m_Listener = pCallbacks;
m_Interval = fInterval;
m_ToExec = fToExec;
m_pData = pData;
m_Flags = flags;
m_InExec = false;
m_KillMe = false;
}
TimerSystem::TimerSystem()
{
m_pMapTimer = NULL;
m_bHasMapTickedYet = false;
m_bHasMapSimulatedYet = false;
m_fLastTickedTime = 0.0f;
}
TimerSystem::~TimerSystem()
{
CStack<ITimer *>::iterator iter;
for (iter=m_FreeTimers.begin(); iter!=m_FreeTimers.end(); iter++)
{
delete (*iter);
}
m_FreeTimers.popall();
}
void TimerSystem::OnSourceModAllInitialized()
{
sharesys->AddInterface(NULL, this);
m_pOnGameFrame = forwardsys->CreateForward("OnGameFrame", ET_Ignore, 0, NULL);
m_pOnMapTimeLeftChanged = forwardsys->CreateForward("OnMapTimeLeftChanged", ET_Ignore, 0, NULL);
}
void TimerSystem::OnSourceModGameInitialized()
{
mp_timelimit = icvar->FindVar("mp_timelimit");
if (m_pMapTimer == NULL && mp_timelimit != NULL)
{
SetMapTimer(&s_DefaultMapTimer);
}
}
void TimerSystem::OnSourceModShutdown()
{
SetMapTimer(NULL);
forwardsys->ReleaseForward(m_pOnGameFrame);
forwardsys->ReleaseForward(m_pOnMapTimeLeftChanged);
}
void TimerSystem::OnSourceModLevelEnd()
{
m_bHasMapTickedYet = false;
m_bHasMapSimulatedYet = false;
}
void TimerSystem::GameFrame(bool simulating)
{
if (simulating && m_bHasMapTickedYet)
{
g_fUniversalTime += gpGlobals->curtime - m_fLastTickedTime;
if (!m_bHasMapSimulatedYet)
{
m_bHasMapSimulatedYet = true;
MapTimeLeftChanged();
}
}
else
{
g_fUniversalTime += gpGlobals->interval_per_tick;
}
m_fLastTickedTime = gpGlobals->curtime;
m_bHasMapTickedYet = true;
if (g_fUniversalTime >= g_fTimerThink)
{
RunFrame();
g_fTimerThink = CalcNextThink(g_fTimerThink, TIMER_MIN_ACCURACY);
}
RunFrameHooks(simulating);
if (m_pOnGameFrame->GetFunctionCount())
{
m_pOnGameFrame->Execute(NULL);
}
}
void TimerSystem::RunFrame()
{
ITimer *pTimer;
TimerIter iter;
double curtime = GetSimulatedTime();
for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); )
{
pTimer = (*iter);
if (curtime >= pTimer->m_ToExec)
{
pTimer->m_InExec = true;
pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
iter = m_SingleTimers.erase(iter);
m_FreeTimers.push(pTimer);
}
else
{
break;
}
}
ResultType res;
for (iter=m_LoopTimers.begin(); iter!=m_LoopTimers.end(); )
{
pTimer = (*iter);
if (curtime >= pTimer->m_ToExec)
{
pTimer->m_InExec = true;
res = pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
if (pTimer->m_KillMe || (res == Pl_Stop))
{
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
iter = m_LoopTimers.erase(iter);
m_FreeTimers.push(pTimer);
continue;
}
pTimer->m_InExec = false;
pTimer->m_ToExec = CalcNextThink(pTimer->m_ToExec, pTimer->m_Interval);
}
iter++;
}
}
ITimer *TimerSystem::CreateTimer(ITimedEvent *pCallbacks, float fInterval, void *pData, int flags)
{
ITimer *pTimer;
TimerIter iter;
float to_exec = GetSimulatedTime() + fInterval;
if (m_FreeTimers.empty())
{
pTimer = new ITimer;
} else {
pTimer = m_FreeTimers.front();
m_FreeTimers.pop();
}
pTimer->Initialize(pCallbacks, fInterval, to_exec, pData, flags);
if (flags & TIMER_FLAG_REPEAT)
{
m_LoopTimers.push_back(pTimer);
goto return_timer;
}
if (m_SingleTimers.size() >= 1)
{
iter = --m_SingleTimers.end();
if ((*iter)->m_ToExec <= to_exec)
{
goto normal_insert_end;
}
}
for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); iter++)
{
if ((*iter)->m_ToExec >= to_exec)
{
m_SingleTimers.insert(iter, pTimer);
goto return_timer;
}
}
normal_insert_end:
m_SingleTimers.push_back(pTimer);
return_timer:
return pTimer;
}
void TimerSystem::FireTimerOnce(ITimer *pTimer, bool delayExec)
{
ResultType res;
if (pTimer->m_InExec)
{
return;
}
pTimer->m_InExec = true;
res = pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
if (!(pTimer->m_Flags & TIMER_FLAG_REPEAT))
{
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
m_SingleTimers.remove(pTimer);
m_FreeTimers.push(pTimer);
}
else
{
if ((res != Pl_Stop) && !pTimer->m_KillMe)
{
if (delayExec)
{
pTimer->m_ToExec = GetSimulatedTime() + pTimer->m_Interval;
}
pTimer->m_InExec = false;
return;
}
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
m_LoopTimers.remove(pTimer);
m_FreeTimers.push(pTimer);
}
}
void TimerSystem::KillTimer(ITimer *pTimer)
{
if (pTimer->m_KillMe)
{
return;
}
if (pTimer->m_InExec)
{
pTimer->m_KillMe = true;
return;
}
pTimer->m_InExec = true; /* The timer it's not really executed but this check needs to be done */
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
if (pTimer->m_Flags & TIMER_FLAG_REPEAT)
{
m_LoopTimers.remove(pTimer);
} else {
m_SingleTimers.remove(pTimer);
}
m_FreeTimers.push(pTimer);
}
CStack<ITimer *> s_tokill;
void TimerSystem::RemoveMapChangeTimers()
{
ITimer *pTimer;
TimerIter iter;
for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); iter++)
{
pTimer = (*iter);
if (pTimer->m_Flags & TIMER_FLAG_NO_MAPCHANGE)
{
s_tokill.push(pTimer);
}
}
for (iter=m_LoopTimers.begin(); iter!=m_LoopTimers.end(); iter++)
{
pTimer = (*iter);
if (pTimer->m_Flags & TIMER_FLAG_NO_MAPCHANGE)
{
s_tokill.push(pTimer);
}
}
while (!s_tokill.empty())
{
KillTimer(s_tokill.front());
s_tokill.pop();
}
}
IMapTimer *TimerSystem::SetMapTimer(IMapTimer *pTimer)
{
IMapTimer *old = m_pMapTimer;
m_pMapTimer = pTimer;
if (m_pMapTimer)
{
m_pMapTimer->SetMapTimerStatus(true);
}
if (old)
{
old->SetMapTimerStatus(false);
}
return old;
}
IMapTimer *TimerSystem::GetMapTimer()
{
return m_pMapTimer;
}
void TimerSystem::MapTimeLeftChanged()
{
m_pOnMapTimeLeftChanged->Execute(NULL);
}
void TimerSystem::NotifyOfGameStart(float offset)
{
g_fGameStartTime = gpGlobals->curtime + offset;
}
float TimerSystem::GetTickedTime()
{
return g_fUniversalTime;
}
bool TimerSystem::GetMapTimeLeft(float *time_left)
{
if (!m_pMapTimer)
{
return false;
}
int time_limit;
if (!m_bHasMapSimulatedYet || (time_limit = m_pMapTimer->GetMapTimeLimit()) < 1)
{
*time_left = -1.0f;
}
else
{
*time_left = (g_fGameStartTime + time_limit * 60.0f) - gpGlobals->curtime;
}
return true;
}