core/frame_hooks.cpp
author Nicholas Hastings <skamonkey@gmail.com>
Mon Jun 27 09:30:52 2011 -0400 (2011-06-27)
changeset 3320 f1ccb4a17a06
parent 2726 c96f3fab8211
child 3872 4c93f74cae51
permissions -rw-r--r--
Added support for gamedata lookups from matchmaking_ds lib (bug 4158, r=Fyren).
     1 /**
     2  * vim: set ts=4 :
     3  * =============================================================================
     4  * SourceMod
     5  * Copyright (C) 2004-2008 AlliedModders LLC.  All rights reserved.
     6  * =============================================================================
     7  *
     8  * This program is free software; you can redistribute it and/or modify it under
     9  * the terms of the GNU General Public License, version 3.0, as published by the
    10  * Free Software Foundation.
    11  * 
    12  * This program is distributed in the hope that it will be useful, but WITHOUT
    13  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    14  * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
    15  * details.
    16  *
    17  * You should have received a copy of the GNU General Public License along with
    18  * this program.  If not, see <http://www.gnu.org/licenses/>.
    19  *
    20  * As a special exception, AlliedModders LLC gives you permission to link the
    21  * code of this program (as well as its derivative works) to "Half-Life 2," the
    22  * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
    23  * by the Valve Corporation.  You must obey the GNU General Public License in
    24  * all respects for all other code used.  Additionally, AlliedModders LLC grants
    25  * this exception to all derivative works.  AlliedModders LLC defines further
    26  * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
    27  * or <http://www.sourcemod.net/license.php>.
    28  *
    29  * Version: $Id$
    30  */
    31 #include "frame_hooks.h"
    32 #include "TimerSys.h"
    33 #include "Database.h"
    34 #include "HalfLife2.h"
    35 #include "MenuStyle_Valve.h"
    36 #include "MenuStyle_Radio.h"
    37 #include "PlayerManager.h"
    38 #include "CoreConfig.h"
    39 #include <sm_queue.h>
    40 #include <IThreader.h>
    41 
    42 static IMutex *frame_mutex;
    43 static Queue<FrameAction> *frame_queue;
    44 static Queue<FrameAction> *frame_actions;
    45 static float g_LastMenuTime = 0.0f;
    46 static float g_LastAuthCheck = 0.0f;
    47 bool g_PendingInternalPush = false;
    48 
    49 class FrameActionInit : public SMGlobalClass
    50 {
    51 public:
    52 	void OnSourceModAllInitialized()
    53 	{
    54 		frame_queue = new Queue<FrameAction>();
    55 		frame_actions = new Queue<FrameAction>();
    56 		frame_mutex = g_pThreader->MakeMutex();
    57 	}
    58 
    59 	void OnSourceModShutdown()
    60 	{
    61 		delete frame_queue;
    62 		delete frame_actions;
    63 		frame_mutex->DestroyThis();
    64 	}
    65 } s_FrameActionInit;
    66 
    67 void AddFrameAction(const FrameAction & action)
    68 {
    69 	frame_mutex->Lock();
    70 	frame_queue->push(action);
    71 	frame_mutex->Unlock();
    72 }
    73 
    74 void RunFrameHooks(bool simulating)
    75 {
    76 	/* It's okay if this check races. */
    77 	if (frame_queue->size())
    78 	{
    79 		Queue<FrameAction> *temp;
    80 
    81 		/* Very quick lock to move queue/actions back and forth */
    82 		frame_mutex->Lock();
    83 		temp = frame_queue;
    84 		frame_queue = frame_actions;
    85 		frame_actions = temp;
    86 		frame_mutex->Unlock();
    87 
    88 		/* The server will now be adding to the other queue, so we can process events. */
    89 		while (!frame_actions->empty())
    90 		{
    91 			FrameAction &item = frame_actions->first();
    92 			frame_actions->pop();
    93 			item.action(item.data);
    94 		}
    95 	}
    96 
    97 	/* Frame based hooks */
    98 	g_DBMan.RunFrame();
    99 	g_HL2.ProcessFakeCliCmdQueue();
   100 	g_HL2.ProcessDelayedKicks();
   101 
   102     if (g_PendingInternalPush)
   103     {
   104         SM_InternalCmdTrigger();
   105     }
   106 
   107 	g_SourceMod.ProcessGameFrameHooks(simulating);
   108 
   109 	float curtime = *g_pUniversalTime;
   110 
   111 	if (curtime - g_LastMenuTime >= 1.0f)
   112 	{
   113 		g_ValveMenuStyle.ProcessWatchList();
   114 		g_RadioMenuStyle.ProcessWatchList();
   115 		g_LastMenuTime = curtime;
   116 	}
   117 
   118 	if (*g_NumPlayersToAuth && curtime - g_LastAuthCheck >= 0.7f)
   119 	{
   120 		g_Players.RunAuthChecks();
   121 		g_LastAuthCheck = curtime;
   122 	}
   123 }