1ba6b2653a
--HG-- rename : core/ForwardSys.cpp => core/logic/ForwardSys.cpp rename : core/ForwardSys.h => core/logic/ForwardSys.h
488 lines
10 KiB
C++
488 lines
10 KiB
C++
/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod
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* Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#include <time.h>
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#include "TimerSys.h"
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#include "sourcemm_api.h"
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#include "frame_hooks.h"
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#include "ConVarManager.h"
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#include "logic_bridge.h"
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#define TIMER_MIN_ACCURACY 0.1
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TimerSystem g_Timers;
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double g_fUniversalTime = 0.0f;
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float g_fGameStartTime = 0.0f; /* Game game start time, non-universal */
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double g_fTimerThink = 0.0f; /* Timer's next think time */
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const double *g_pUniversalTime = &g_fUniversalTime;
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ConVar *mp_timelimit = NULL;
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int g_TimeLeftMode = 0;
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ConVar sm_time_adjustment("sm_time_adjustment", "0", 0, "Adjusts the server time in seconds");
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inline double GetSimulatedTime()
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{
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return g_fUniversalTime;
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}
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time_t GetAdjustedTime(time_t *buf)
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{
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time_t val = time(NULL) + sm_time_adjustment.GetInt();
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if (buf)
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{
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*buf = val;
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}
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return val;
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}
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class DefaultMapTimer :
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public IMapTimer,
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public SMGlobalClass,
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public IConVarChangeListener
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{
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public:
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DefaultMapTimer()
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{
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m_bInUse = false;
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}
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void OnSourceModLevelChange(const char *mapName)
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{
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g_fGameStartTime = 0.0f;
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}
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int GetMapTimeLimit()
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{
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return mp_timelimit->GetInt();
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}
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void SetMapTimerStatus(bool enabled)
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{
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if (enabled && !m_bInUse)
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{
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Enable();
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}
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else if (!enabled && m_bInUse)
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{
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Disable();
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}
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m_bInUse = enabled;
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}
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void ExtendMapTimeLimit(int extra_time)
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{
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if (extra_time == 0)
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{
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mp_timelimit->SetValue(0);
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return;
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}
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extra_time /= 60;
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mp_timelimit->SetValue(mp_timelimit->GetInt() + extra_time);
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}
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void OnConVarChanged(ConVar *pConVar, const char *oldValue, float flOldValue)
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{
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g_Timers.MapTimeLeftChanged();
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}
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private:
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void Enable()
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{
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g_ConVarManager.AddConVarChangeListener("mp_timelimit", this);
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}
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void Disable()
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{
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g_ConVarManager.RemoveConVarChangeListener("mp_timelimit", this);
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}
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private:
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bool m_bInUse;
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} s_DefaultMapTimer;
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/**
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* If the ticking process has run amok (should be impossible), we
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* take care of this by "skipping" the in-between time, to prevent
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* a bazillion times from firing on accident. This has the result
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* that a drastic jump in time will continue acting normally. Users
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* may not expect this, but... I think it is the best solution.
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*/
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inline double CalcNextThink(double last, float interval)
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{
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if (g_fUniversalTime - last - interval <= TIMER_MIN_ACCURACY)
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{
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return last + interval;
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}
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else
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{
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return g_fUniversalTime + interval;
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}
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}
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void ITimer::Initialize(ITimedEvent *pCallbacks, float fInterval, float fToExec, void *pData, int flags)
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{
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m_Listener = pCallbacks;
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m_Interval = fInterval;
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m_ToExec = fToExec;
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m_pData = pData;
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m_Flags = flags;
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m_InExec = false;
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m_KillMe = false;
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}
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TimerSystem::TimerSystem()
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{
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m_pMapTimer = NULL;
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m_bHasMapTickedYet = false;
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m_bHasMapSimulatedYet = false;
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m_fLastTickedTime = 0.0f;
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}
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TimerSystem::~TimerSystem()
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{
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CStack<ITimer *>::iterator iter;
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for (iter=m_FreeTimers.begin(); iter!=m_FreeTimers.end(); iter++)
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{
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delete (*iter);
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}
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m_FreeTimers.popall();
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}
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void TimerSystem::OnSourceModAllInitialized()
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{
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sharesys->AddInterface(NULL, this);
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m_pOnGameFrame = forwardsys->CreateForward("OnGameFrame", ET_Ignore, 0, NULL);
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m_pOnMapTimeLeftChanged = forwardsys->CreateForward("OnMapTimeLeftChanged", ET_Ignore, 0, NULL);
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}
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void TimerSystem::OnSourceModGameInitialized()
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{
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mp_timelimit = icvar->FindVar("mp_timelimit");
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if (m_pMapTimer == NULL && mp_timelimit != NULL)
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{
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SetMapTimer(&s_DefaultMapTimer);
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}
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}
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void TimerSystem::OnSourceModShutdown()
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{
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SetMapTimer(NULL);
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forwardsys->ReleaseForward(m_pOnGameFrame);
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forwardsys->ReleaseForward(m_pOnMapTimeLeftChanged);
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}
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void TimerSystem::OnSourceModLevelEnd()
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{
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m_bHasMapTickedYet = false;
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m_bHasMapSimulatedYet = false;
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}
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void TimerSystem::GameFrame(bool simulating)
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{
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if (simulating && m_bHasMapTickedYet)
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{
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g_fUniversalTime += gpGlobals->curtime - m_fLastTickedTime;
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if (!m_bHasMapSimulatedYet)
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{
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m_bHasMapSimulatedYet = true;
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MapTimeLeftChanged();
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}
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}
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else
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{
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g_fUniversalTime += gpGlobals->interval_per_tick;
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}
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m_fLastTickedTime = gpGlobals->curtime;
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m_bHasMapTickedYet = true;
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if (g_fUniversalTime >= g_fTimerThink)
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{
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RunFrame();
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g_fTimerThink = CalcNextThink(g_fTimerThink, TIMER_MIN_ACCURACY);
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}
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RunFrameHooks(simulating);
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if (m_pOnGameFrame->GetFunctionCount())
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{
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m_pOnGameFrame->Execute(NULL);
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}
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}
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void TimerSystem::RunFrame()
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{
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ITimer *pTimer;
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TimerIter iter;
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double curtime = GetSimulatedTime();
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for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); )
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{
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pTimer = (*iter);
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if (curtime >= pTimer->m_ToExec)
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{
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pTimer->m_InExec = true;
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pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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iter = m_SingleTimers.erase(iter);
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m_FreeTimers.push(pTimer);
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}
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else
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{
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break;
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}
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}
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ResultType res;
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for (iter=m_LoopTimers.begin(); iter!=m_LoopTimers.end(); )
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{
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pTimer = (*iter);
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if (curtime >= pTimer->m_ToExec)
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{
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pTimer->m_InExec = true;
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res = pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
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if (pTimer->m_KillMe || (res == Pl_Stop))
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{
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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iter = m_LoopTimers.erase(iter);
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m_FreeTimers.push(pTimer);
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continue;
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}
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pTimer->m_InExec = false;
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pTimer->m_ToExec = CalcNextThink(pTimer->m_ToExec, pTimer->m_Interval);
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}
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iter++;
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}
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}
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ITimer *TimerSystem::CreateTimer(ITimedEvent *pCallbacks, float fInterval, void *pData, int flags)
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{
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ITimer *pTimer;
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TimerIter iter;
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float to_exec = GetSimulatedTime() + fInterval;
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if (m_FreeTimers.empty())
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{
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pTimer = new ITimer;
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} else {
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pTimer = m_FreeTimers.front();
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m_FreeTimers.pop();
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}
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pTimer->Initialize(pCallbacks, fInterval, to_exec, pData, flags);
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if (flags & TIMER_FLAG_REPEAT)
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{
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m_LoopTimers.push_back(pTimer);
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goto return_timer;
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}
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if (m_SingleTimers.size() >= 1)
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{
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iter = --m_SingleTimers.end();
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if ((*iter)->m_ToExec <= to_exec)
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{
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goto normal_insert_end;
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}
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}
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for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); iter++)
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{
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if ((*iter)->m_ToExec >= to_exec)
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{
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m_SingleTimers.insert(iter, pTimer);
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goto return_timer;
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}
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}
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normal_insert_end:
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m_SingleTimers.push_back(pTimer);
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return_timer:
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return pTimer;
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}
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void TimerSystem::FireTimerOnce(ITimer *pTimer, bool delayExec)
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{
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ResultType res;
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if (pTimer->m_InExec)
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{
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return;
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}
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pTimer->m_InExec = true;
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res = pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
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if (!(pTimer->m_Flags & TIMER_FLAG_REPEAT))
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{
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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m_SingleTimers.remove(pTimer);
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m_FreeTimers.push(pTimer);
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}
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else
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{
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if ((res != Pl_Stop) && !pTimer->m_KillMe)
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{
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if (delayExec)
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{
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pTimer->m_ToExec = GetSimulatedTime() + pTimer->m_Interval;
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}
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pTimer->m_InExec = false;
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return;
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}
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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m_LoopTimers.remove(pTimer);
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m_FreeTimers.push(pTimer);
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}
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}
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void TimerSystem::KillTimer(ITimer *pTimer)
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{
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if (pTimer->m_KillMe)
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{
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return;
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}
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if (pTimer->m_InExec)
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{
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pTimer->m_KillMe = true;
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return;
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}
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pTimer->m_InExec = true; /* The timer it's not really executed but this check needs to be done */
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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if (pTimer->m_Flags & TIMER_FLAG_REPEAT)
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{
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m_LoopTimers.remove(pTimer);
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} else {
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m_SingleTimers.remove(pTimer);
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}
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m_FreeTimers.push(pTimer);
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}
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CStack<ITimer *> s_tokill;
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void TimerSystem::RemoveMapChangeTimers()
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{
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ITimer *pTimer;
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TimerIter iter;
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for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); iter++)
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{
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pTimer = (*iter);
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if (pTimer->m_Flags & TIMER_FLAG_NO_MAPCHANGE)
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{
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s_tokill.push(pTimer);
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}
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}
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for (iter=m_LoopTimers.begin(); iter!=m_LoopTimers.end(); iter++)
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{
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pTimer = (*iter);
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if (pTimer->m_Flags & TIMER_FLAG_NO_MAPCHANGE)
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{
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s_tokill.push(pTimer);
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}
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}
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while (!s_tokill.empty())
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{
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KillTimer(s_tokill.front());
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s_tokill.pop();
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}
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}
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IMapTimer *TimerSystem::SetMapTimer(IMapTimer *pTimer)
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{
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IMapTimer *old = m_pMapTimer;
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m_pMapTimer = pTimer;
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if (m_pMapTimer)
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{
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m_pMapTimer->SetMapTimerStatus(true);
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}
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if (old)
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{
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old->SetMapTimerStatus(false);
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}
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return old;
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}
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IMapTimer *TimerSystem::GetMapTimer()
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{
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return m_pMapTimer;
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}
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void TimerSystem::MapTimeLeftChanged()
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{
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m_pOnMapTimeLeftChanged->Execute(NULL);
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}
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void TimerSystem::NotifyOfGameStart(float offset)
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{
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g_fGameStartTime = gpGlobals->curtime + offset;
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}
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float TimerSystem::GetTickedTime()
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{
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return g_fUniversalTime;
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}
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bool TimerSystem::GetMapTimeLeft(float *time_left)
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{
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if (!m_pMapTimer)
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{
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return false;
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}
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int time_limit;
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if (!m_bHasMapSimulatedYet || (time_limit = m_pMapTimer->GetMapTimeLimit()) < 1)
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{
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*time_left = -1.0f;
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}
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else
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{
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*time_left = (g_fGameStartTime + time_limit * 60.0f) - gpGlobals->curtime;
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}
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return true;
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}
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