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: }