dvander@1412: /** dvander@1412: * vim: set ts=4 : dvander@1412: * ============================================================================= dvander@1412: * SourceMod ds@1947: * Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved. dvander@1412: * ============================================================================= dvander@1412: * dvander@1412: * This program is free software; you can redistribute it and/or modify it under dvander@1412: * the terms of the GNU General Public License, version 3.0, as published by the dvander@1412: * Free Software Foundation. dvander@1412: * dvander@1412: * This program is distributed in the hope that it will be useful, but WITHOUT dvander@1412: * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS dvander@1412: * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more dvander@1412: * details. dvander@1412: * dvander@1412: * You should have received a copy of the GNU General Public License along with dvander@1412: * this program. If not, see . dvander@1412: * dvander@1412: * As a special exception, AlliedModders LLC gives you permission to link the dvander@1412: * code of this program (as well as its derivative works) to "Half-Life 2," the dvander@1412: * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software dvander@1412: * by the Valve Corporation. You must obey the GNU General Public License in dvander@1412: * all respects for all other code used. Additionally, AlliedModders LLC grants dvander@1412: * this exception to all derivative works. AlliedModders LLC defines further dvander@1412: * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), dvander@1412: * or . dvander@1412: * dvander@1412: * Version: $Id$ dvander@1412: */ dvander@1412: #include "frame_hooks.h" dvander@1412: #include "TimerSys.h" dvander@1412: #include "Database.h" dvander@1412: #include "HalfLife2.h" dvander@1412: #include "MenuStyle_Valve.h" dvander@1412: #include "MenuStyle_Radio.h" dvander@1412: #include "PlayerManager.h" dvander@2235: #include "CoreConfig.h" dvander@2476: #include dvander@2726: #include dvander@1412: dvander@2476: static IMutex *frame_mutex; dvander@2476: static Queue *frame_queue; dvander@2476: static Queue *frame_actions; dvander@2476: static float g_LastMenuTime = 0.0f; dvander@2476: static float g_LastAuthCheck = 0.0f; dvander@2235: bool g_PendingInternalPush = false; dvander@1412: dvander@2476: class FrameActionInit : public SMGlobalClass dvander@2476: { dvander@2476: public: dvander@2476: void OnSourceModAllInitialized() dvander@2476: { dvander@2476: frame_queue = new Queue(); dvander@2476: frame_actions = new Queue(); dvander@2476: frame_mutex = g_pThreader->MakeMutex(); dvander@2476: } dvander@2476: dvander@2476: void OnSourceModShutdown() dvander@2476: { dvander@2476: delete frame_queue; dvander@2476: delete frame_actions; dvander@2476: frame_mutex->DestroyThis(); dvander@2476: } dvander@2476: } s_FrameActionInit; dvander@2476: dvander@2476: void AddFrameAction(const FrameAction & action) dvander@2476: { dvander@2476: frame_mutex->Lock(); dvander@2476: frame_queue->push(action); dvander@2476: frame_mutex->Unlock(); dvander@2476: } dvander@2476: dvander@1904: void RunFrameHooks(bool simulating) dvander@1412: { dvander@2476: /* It's okay if this check races. */ dvander@2476: if (frame_queue->size()) dvander@2476: { dvander@2476: Queue *temp; dvander@2476: dvander@2476: /* Very quick lock to move queue/actions back and forth */ dvander@2476: frame_mutex->Lock(); dvander@2476: temp = frame_queue; dvander@2476: frame_queue = frame_actions; dvander@2476: frame_actions = temp; dvander@2476: frame_mutex->Unlock(); dvander@2476: dvander@2476: /* The server will now be adding to the other queue, so we can process events. */ dvander@2476: while (!frame_actions->empty()) dvander@2476: { dvander@2476: FrameAction &item = frame_actions->first(); dvander@2476: frame_actions->pop(); dvander@2476: item.action(item.data); dvander@2476: } dvander@2476: } dvander@2476: dvander@1412: /* Frame based hooks */ dvander@1412: g_DBMan.RunFrame(); dvander@1412: g_HL2.ProcessFakeCliCmdQueue(); dvander@2162: g_HL2.ProcessDelayedKicks(); dvander@2235: dvander@2235: if (g_PendingInternalPush) dvander@2235: { dvander@2235: SM_InternalCmdTrigger(); dvander@2235: } dvander@2235: dvander@1904: g_SourceMod.ProcessGameFrameHooks(simulating); dvander@1412: dvander@1412: float curtime = *g_pUniversalTime; dvander@1412: dvander@1412: if (curtime - g_LastMenuTime >= 1.0f) dvander@1412: { dvander@1412: g_ValveMenuStyle.ProcessWatchList(); dvander@1412: g_RadioMenuStyle.ProcessWatchList(); dvander@1412: g_LastMenuTime = curtime; dvander@1412: } dvander@1412: dvander@1412: if (*g_NumPlayersToAuth && curtime - g_LastAuthCheck >= 0.7f) dvander@1412: { dvander@1412: g_Players.RunAuthChecks(); dvander@1412: g_LastAuthCheck = curtime; dvander@1412: } dvander@1412: }