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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	g_SourceMod.ProcessGameFrameHooks(simulating);
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| 
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| 	float curtime = *g_pUniversalTime;
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| 
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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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| 
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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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