124 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			3.6 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 "frame_hooks.h"
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#include "TimerSys.h"
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#include "Database.h"
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#include "HalfLife2.h"
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#include "MenuStyle_Valve.h"
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#include "MenuStyle_Radio.h"
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#include "PlayerManager.h"
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#include "CoreConfig.h"
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#include <sm_queue.h>
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#include <IThreader.h>
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static IMutex *frame_mutex;
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static Queue<FrameAction> *frame_queue;
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static Queue<FrameAction> *frame_actions;
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static float g_LastMenuTime = 0.0f;
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static float g_LastAuthCheck = 0.0f;
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bool g_PendingInternalPush = false;
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class FrameActionInit : public SMGlobalClass
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{
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public:
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	void OnSourceModAllInitialized()
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	{
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		frame_queue = new Queue<FrameAction>();
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		frame_actions = new Queue<FrameAction>();
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		frame_mutex = g_pThreader->MakeMutex();
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	}
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	void OnSourceModShutdown()
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	{
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		delete frame_queue;
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		delete frame_actions;
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		frame_mutex->DestroyThis();
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	}
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} s_FrameActionInit;
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void AddFrameAction(const FrameAction & action)
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{
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	frame_mutex->Lock();
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	frame_queue->push(action);
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	frame_mutex->Unlock();
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}
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void RunFrameHooks(bool simulating)
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{
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	/* It's okay if this check races. */
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	if (frame_queue->size())
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	{
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		Queue<FrameAction> *temp;
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		/* Very quick lock to move queue/actions back and forth */
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		frame_mutex->Lock();
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		temp = frame_queue;
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		frame_queue = frame_actions;
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		frame_actions = temp;
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		frame_mutex->Unlock();
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		/* The server will now be adding to the other queue, so we can process events. */
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		while (!frame_actions->empty())
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		{
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			FrameAction &item = frame_actions->first();
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			frame_actions->pop();
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			item.action(item.data);
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		}
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	}
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	/* Frame based hooks */
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	g_DBMan.RunFrame();
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	g_HL2.ProcessFakeCliCmdQueue();
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	g_HL2.ProcessDelayedKicks();
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    if (g_PendingInternalPush)
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    {
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        SM_InternalCmdTrigger();
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    }
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	g_SourceMod.ProcessGameFrameHooks(simulating);
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	float curtime = *g_pUniversalTime;
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	if (curtime - g_LastMenuTime >= 1.0f)
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	{
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		g_ValveMenuStyle.ProcessWatchList();
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		g_RadioMenuStyle.ProcessWatchList();
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		g_LastMenuTime = curtime;
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	}
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	if (*g_NumPlayersToAuth && curtime - g_LastAuthCheck >= 0.7f)
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	{
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		g_Players.RunAuthChecks();
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		g_LastAuthCheck = curtime;
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	}
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}
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