ds@1952: /**
ds@1952: * vim: set ts=4 :
ds@1952: * =============================================================================
ds@1952: * SourceMod
ds@1952: * Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
ds@1952: * =============================================================================
ds@1952: *
ds@1952: * This program is free software; you can redistribute it and/or modify it under
ds@1952: * the terms of the GNU General Public License, version 3.0, as published by the
ds@1952: * Free Software Foundation.
ds@1952: *
ds@1952: * This program is distributed in the hope that it will be useful, but WITHOUT
ds@1952: * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
ds@1952: * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
ds@1952: * details.
ds@1952: *
ds@1952: * You should have received a copy of the GNU General Public License along with
ds@1952: * this program. If not, see .
ds@1952: *
ds@1952: * As a special exception, AlliedModders LLC gives you permission to link the
ds@1952: * code of this program (as well as its derivative works) to "Half-Life 2," the
ds@1952: * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
ds@1952: * by the Valve Corporation. You must obey the GNU General Public License in
ds@1952: * all respects for all other code used. Additionally, AlliedModders LLC grants
ds@1952: * this exception to all derivative works. AlliedModders LLC defines further
ds@1952: * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
ds@1952: * or .
ds@1952: *
ds@1952: * Version: $Id$
ds@1952: */
ds@1952:
ds@1952: #include
ds@1952: #include "TimerSys.h"
ds@1952: #include "ForwardSys.h"
ds@1952: #include "sourcemm_api.h"
ds@1952: #include "frame_hooks.h"
ds@1952: #include "ConVarManager.h"
ds@1952:
ds@1952: #define TIMER_MIN_ACCURACY 0.1
ds@1952:
ds@1952: TimerSystem g_Timers;
ds@1952: double g_fUniversalTime = 0.0f;
ds@1952: float g_fGameStartTime = 0.0f; /* Game game start time, non-universal */
ds@1952: double g_fTimerThink = 0.0f; /* Timer's next think time */
ds@1952: const double *g_pUniversalTime = &g_fUniversalTime;
ds@1952: ConVar *mp_timelimit = NULL;
ds@1952: int g_TimeLeftMode = 0;
ds@1952:
ds@1952: ConVar sm_time_adjustment("sm_time_adjustment", "0", 0, "Adjusts the server time in seconds");
ds@1952:
ds@1952: inline double GetSimulatedTime()
ds@1952: {
ds@1952: return g_fUniversalTime;
ds@1952: }
ds@1952:
ds@1952: time_t GetAdjustedTime(time_t *buf)
ds@1952: {
ds@1952: time_t val = time(NULL) + sm_time_adjustment.GetInt();
ds@1952: if (buf)
ds@1952: {
ds@1952: *buf = val;
ds@1952: }
ds@1952: return val;
ds@1952: }
ds@1952:
ds@1952: class DefaultMapTimer :
ds@1952: public IMapTimer,
ds@1952: public SMGlobalClass,
ds@1952: public IConVarChangeListener
ds@1952: {
ds@1952: public:
ds@1952: DefaultMapTimer()
ds@1952: {
ds@1952: m_bInUse = false;
ds@1952: }
ds@1952:
ds@1952: void OnSourceModLevelChange(const char *mapName)
ds@1952: {
ds@1952: g_fGameStartTime = 0.0f;
ds@1952: }
ds@1952:
ds@1952: int GetMapTimeLimit()
ds@1952: {
ds@1952: return mp_timelimit->GetInt();
ds@1952: }
ds@1952:
ds@1952: void SetMapTimerStatus(bool enabled)
ds@1952: {
ds@1952: if (enabled && !m_bInUse)
ds@1952: {
ds@1952: Enable();
ds@1952: }
ds@1952: else if (!enabled && m_bInUse)
ds@1952: {
ds@1952: Disable();
ds@1952: }
ds@1952: m_bInUse = enabled;
ds@1952: }
ds@1952:
ds@1952: void ExtendMapTimeLimit(int extra_time)
ds@1952: {
ds@1952: if (extra_time == 0)
ds@1952: {
ds@1952: mp_timelimit->SetValue(0);
ds@1952: return;
ds@1952: }
ds@1952:
ds@1952: extra_time /= 60;
ds@1952:
ds@1952: mp_timelimit->SetValue(mp_timelimit->GetInt() + extra_time);
ds@1952: }
ds@1952:
ds@1952: void OnConVarChanged(ConVar *pConVar, const char *oldValue, float flOldValue)
ds@1952: {
ds@1952: g_Timers.MapTimeLeftChanged();
ds@1952: }
ds@1952:
ds@1952: private:
ds@1952: void Enable()
ds@1952: {
ds@1952: g_ConVarManager.AddConVarChangeListener("mp_timelimit", this);
ds@1952: }
ds@1952:
ds@1952: void Disable()
ds@1952: {
ds@1952: g_ConVarManager.RemoveConVarChangeListener("mp_timelimit", this);
ds@1952: }
ds@1952:
ds@1952: private:
ds@1952: bool m_bInUse;
ds@1952: } s_DefaultMapTimer;
ds@1952:
ds@1952: /**
ds@1952: * If the ticking process has run amok (should be impossible), we
ds@1952: * take care of this by "skipping" the in-between time, to prevent
ds@1952: * a bazillion times from firing on accident. This has the result
ds@1952: * that a drastic jump in time will continue acting normally. Users
ds@1952: * may not expect this, but... I think it is the best solution.
ds@1952: */
ds@1952: inline double CalcNextThink(double last, float interval)
ds@1952: {
ds@1952: if (g_fUniversalTime - last - interval <= TIMER_MIN_ACCURACY)
ds@1952: {
ds@1952: return last + interval;
ds@1952: }
ds@1952: else
ds@1952: {
ds@1952: return g_fUniversalTime + interval;
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: void ITimer::Initialize(ITimedEvent *pCallbacks, float fInterval, float fToExec, void *pData, int flags)
ds@1952: {
ds@1952: m_Listener = pCallbacks;
ds@1952: m_Interval = fInterval;
ds@1952: m_ToExec = fToExec;
ds@1952: m_pData = pData;
ds@1952: m_Flags = flags;
ds@1952: m_InExec = false;
ds@1952: m_KillMe = false;
ds@1952: }
ds@1952:
ds@1952: TimerSystem::TimerSystem()
ds@1952: {
ds@1952: m_pMapTimer = NULL;
ds@1952: m_bHasMapTickedYet = false;
ds@1952: m_bHasMapSimulatedYet = false;
ds@1952: m_fLastTickedTime = 0.0f;
ds@1952: }
ds@1952:
ds@1952: TimerSystem::~TimerSystem()
ds@1952: {
ds@1952: CStack::iterator iter;
ds@1952: for (iter=m_FreeTimers.begin(); iter!=m_FreeTimers.end(); iter++)
ds@1952: {
ds@1952: delete (*iter);
ds@1952: }
ds@1952: m_FreeTimers.popall();
ds@1952: }
ds@1952:
ds@1952: void TimerSystem::OnSourceModAllInitialized()
ds@1952: {
ds@1952: g_ShareSys.AddInterface(NULL, this);
ds@1952: m_pOnGameFrame = g_Forwards.CreateForward("OnGameFrame", ET_Ignore, 0, NULL);
ds@1952: m_pOnMapTimeLeftChanged = g_Forwards.CreateForward("OnMapTimeLeftChanged", ET_Ignore, 0, NULL);
ds@1952: }
ds@1952:
ds@1952: void TimerSystem::OnSourceModGameInitialized()
ds@1952: {
ds@1952: mp_timelimit = icvar->FindVar("mp_timelimit");
ds@1952:
ds@1952: if (m_pMapTimer == NULL && mp_timelimit != NULL)
ds@1952: {
ds@1952: SetMapTimer(&s_DefaultMapTimer);
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: void TimerSystem::OnSourceModShutdown()
ds@1952: {
ds@1952: SetMapTimer(NULL);
ds@1952: g_Forwards.ReleaseForward(m_pOnGameFrame);
ds@1952: g_Forwards.ReleaseForward(m_pOnMapTimeLeftChanged);
ds@1952: }
ds@1952:
ds@1952: void TimerSystem::OnSourceModLevelEnd()
ds@1952: {
ds@1952: m_bHasMapTickedYet = false;
ds@1952: m_bHasMapSimulatedYet = false;
ds@1952: }
ds@1952:
ds@1952: void TimerSystem::GameFrame(bool simulating)
ds@1952: {
ds@1952: if (simulating && m_bHasMapTickedYet)
ds@1952: {
ds@1952: g_fUniversalTime += gpGlobals->curtime - m_fLastTickedTime;
ds@1952: if (!m_bHasMapSimulatedYet)
ds@1952: {
ds@1952: m_bHasMapSimulatedYet = true;
ds@1952: MapTimeLeftChanged();
ds@1952: }
ds@1952: }
ds@1952: else
ds@1952: {
ds@1952: g_fUniversalTime += gpGlobals->interval_per_tick;
ds@1952: }
ds@1952:
ds@1952: m_fLastTickedTime = gpGlobals->curtime;
ds@1952: m_bHasMapTickedYet = true;
ds@1952:
ds@1952: if (g_fUniversalTime >= g_fTimerThink)
ds@1952: {
ds@1952: RunFrame();
ds@1952:
ds@1952: g_fTimerThink = CalcNextThink(g_fTimerThink, TIMER_MIN_ACCURACY);
ds@1952: }
ds@1952:
ds@1952: RunFrameHooks(simulating);
ds@1952:
ds@1952: if (m_pOnGameFrame->GetFunctionCount())
ds@1952: {
ds@1952: m_pOnGameFrame->Execute(NULL);
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: void TimerSystem::RunFrame()
ds@1952: {
ds@1952: ITimer *pTimer;
ds@1952: TimerIter iter;
ds@1952:
ds@1952: double curtime = GetSimulatedTime();
ds@1952: for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); )
ds@1952: {
ds@1952: pTimer = (*iter);
ds@1952: if (curtime >= pTimer->m_ToExec)
ds@1952: {
ds@1952: pTimer->m_InExec = true;
ds@1952: pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
ds@1952: pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
ds@1952: iter = m_SingleTimers.erase(iter);
ds@1952: m_FreeTimers.push(pTimer);
ds@1952: }
ds@1952: else
ds@1952: {
ds@1952: break;
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: ResultType res;
ds@1952: for (iter=m_LoopTimers.begin(); iter!=m_LoopTimers.end(); )
ds@1952: {
ds@1952: pTimer = (*iter);
ds@1952: if (curtime >= pTimer->m_ToExec)
ds@1952: {
ds@1952: pTimer->m_InExec = true;
ds@1952: res = pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
ds@1952: if (pTimer->m_KillMe || (res == Pl_Stop))
ds@1952: {
ds@1952: pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
ds@1952: iter = m_LoopTimers.erase(iter);
ds@1952: m_FreeTimers.push(pTimer);
ds@1952: continue;
ds@1952: }
ds@1952: pTimer->m_InExec = false;
ds@1952: pTimer->m_ToExec = CalcNextThink(pTimer->m_ToExec, pTimer->m_Interval);
ds@1952: }
ds@1952: iter++;
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: ITimer *TimerSystem::CreateTimer(ITimedEvent *pCallbacks, float fInterval, void *pData, int flags)
ds@1952: {
ds@1952: ITimer *pTimer;
ds@1952: TimerIter iter;
ds@1952: float to_exec = GetSimulatedTime() + fInterval;
ds@1952:
ds@1952: if (m_FreeTimers.empty())
ds@1952: {
ds@1952: pTimer = new ITimer;
ds@1952: } else {
ds@1952: pTimer = m_FreeTimers.front();
ds@1952: m_FreeTimers.pop();
ds@1952: }
ds@1952:
ds@1952: pTimer->Initialize(pCallbacks, fInterval, to_exec, pData, flags);
ds@1952:
ds@1952: if (flags & TIMER_FLAG_REPEAT)
ds@1952: {
ds@1952: m_LoopTimers.push_back(pTimer);
ds@1952: goto return_timer;
ds@1952: }
ds@1952:
ds@1952: if (m_SingleTimers.size() >= 1)
ds@1952: {
ds@1952: iter = --m_SingleTimers.end();
ds@1952: if ((*iter)->m_ToExec <= to_exec)
ds@1952: {
ds@1952: goto normal_insert_end;
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); iter++)
ds@1952: {
ds@1952: if ((*iter)->m_ToExec >= to_exec)
ds@1952: {
ds@1952: m_SingleTimers.insert(iter, pTimer);
ds@1952: goto return_timer;
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: normal_insert_end:
ds@1952: m_SingleTimers.push_back(pTimer);
ds@1952:
ds@1952: return_timer:
ds@1952: return pTimer;
ds@1952: }
ds@1952:
ds@1952: void TimerSystem::FireTimerOnce(ITimer *pTimer, bool delayExec)
ds@1952: {
ds@1952: ResultType res;
ds@1952:
ds@1952: if (pTimer->m_InExec)
ds@1952: {
ds@1952: return;
ds@1952: }
ds@1952:
ds@1952: pTimer->m_InExec = true;
ds@1952: res = pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
ds@1952:
ds@1952: if (!(pTimer->m_Flags & TIMER_FLAG_REPEAT))
ds@1952: {
ds@1952: pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
ds@1952: m_SingleTimers.remove(pTimer);
ds@1952: m_FreeTimers.push(pTimer);
ds@1952: }
ds@1952: else
ds@1952: {
ds@1952: if ((res != Pl_Stop) && !pTimer->m_KillMe)
ds@1952: {
ds@1952: if (delayExec)
ds@1952: {
ds@1952: pTimer->m_ToExec = GetSimulatedTime() + pTimer->m_Interval;
ds@1952: }
ds@1952: pTimer->m_InExec = false;
ds@1952: return;
ds@1952: }
ds@1952: pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
ds@1952: m_LoopTimers.remove(pTimer);
ds@1952: m_FreeTimers.push(pTimer);
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: void TimerSystem::KillTimer(ITimer *pTimer)
ds@1952: {
ds@1952: if (pTimer->m_KillMe)
ds@1952: {
ds@1952: return;
ds@1952: }
ds@1952:
ds@1952: if (pTimer->m_InExec)
ds@1952: {
ds@1952: pTimer->m_KillMe = true;
ds@1952: return;
ds@1952: }
ds@1952:
ds@1952: pTimer->m_InExec = true; /* The timer it's not really executed but this check needs to be done */
ds@1952: pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
ds@1952:
ds@1952: if (pTimer->m_Flags & TIMER_FLAG_REPEAT)
ds@1952: {
ds@1952: m_LoopTimers.remove(pTimer);
ds@1952: } else {
ds@1952: m_SingleTimers.remove(pTimer);
ds@1952: }
ds@1952:
ds@1952: m_FreeTimers.push(pTimer);
ds@1952: }
ds@1952:
ds@1952: CStack s_tokill;
ds@1952: void TimerSystem::RemoveMapChangeTimers()
ds@1952: {
ds@1952: ITimer *pTimer;
ds@1952: TimerIter iter;
ds@1952:
ds@1952: for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); iter++)
ds@1952: {
ds@1952: pTimer = (*iter);
ds@1952: if (pTimer->m_Flags & TIMER_FLAG_NO_MAPCHANGE)
ds@1952: {
ds@1952: s_tokill.push(pTimer);
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: for (iter=m_LoopTimers.begin(); iter!=m_LoopTimers.end(); iter++)
ds@1952: {
ds@1952: pTimer = (*iter);
ds@1952: if (pTimer->m_Flags & TIMER_FLAG_NO_MAPCHANGE)
ds@1952: {
ds@1952: s_tokill.push(pTimer);
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: while (!s_tokill.empty())
ds@1952: {
ds@1952: KillTimer(s_tokill.front());
ds@1952: s_tokill.pop();
ds@1952: }
ds@1952: }
ds@1952:
ds@1952: IMapTimer *TimerSystem::SetMapTimer(IMapTimer *pTimer)
ds@1952: {
ds@1952: IMapTimer *old = m_pMapTimer;
ds@1952:
ds@1952: m_pMapTimer = pTimer;
ds@1952:
ds@1952: if (m_pMapTimer)
ds@1952: {
ds@1952: m_pMapTimer->SetMapTimerStatus(true);
ds@1952: }
ds@1952:
ds@1952: if (old)
ds@1952: {
ds@1952: old->SetMapTimerStatus(false);
ds@1952: }
ds@1952:
ds@1952: return old;
ds@1952: }
ds@1952:
ds@1952: IMapTimer *TimerSystem::GetMapTimer()
ds@1952: {
ds@1952: return m_pMapTimer;
ds@1952: }
ds@1952:
ds@1952: void TimerSystem::MapTimeLeftChanged()
ds@1952: {
ds@1952: m_pOnMapTimeLeftChanged->Execute(NULL);
ds@1952: }
ds@1952:
ds@1952: void TimerSystem::NotifyOfGameStart(float offset)
ds@1952: {
ds@1952: g_fGameStartTime = gpGlobals->curtime + offset;
ds@1952: }
ds@1952:
ds@1952: float TimerSystem::GetTickedTime()
ds@1952: {
ds@1952: return g_fUniversalTime;
ds@1952: }
ds@1952:
ds@1952: bool TimerSystem::GetMapTimeLeft(float *time_left)
ds@1952: {
ds@1952: if (!m_pMapTimer)
ds@1952: {
ds@1952: return false;
ds@1952: }
ds@1952:
ds@1952: int time_limit;
ds@1952: if (!m_bHasMapSimulatedYet || (time_limit = m_pMapTimer->GetMapTimeLimit()) < 1)
ds@1952: {
ds@1952: *time_left = -1.0f;
ds@1952: }
ds@1952: else
ds@1952: {
ds@1952: *time_left = (g_fGameStartTime + time_limit * 60.0f) - gpGlobals->curtime;
ds@1952: }
ds@1952:
ds@1952: return true;
ds@1952: }
ds@1952: