106 lines
3.7 KiB
C++
106 lines
3.7 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
//-------------------------------------------------------------------------------------------------
|
|
// includes
|
|
//-------------------------------------------------------------------------------------------------
|
|
|
|
#include "stdpch.h"
|
|
|
|
#include "nel/misc/hierarchical_timer.h"
|
|
#include "nel/misc/variable.h"
|
|
#include "timer.h"
|
|
|
|
|
|
NLMISC::CVariable<uint32> NbProcessedEventsInTimerManagerUpdate("egs", "NbProcessedEventInTimerManagerUpdate", "", 0);
|
|
NLMISC::CVariable<uint32> NbEventsToProcessInTimerManagerUpdate("egs", "NbEventsToProcessInTimerManagerUpdate", "", 0);
|
|
|
|
NL_INSTANCE_COUNTER_IMPL(CTimerEvent);
|
|
|
|
//-------------------------------------------------------------------------------------------------
|
|
// syncTick()
|
|
//-------------------------------------------------------------------------------------------------
|
|
void CTimerManager::syncTick()
|
|
{
|
|
uint32 delta= CTickEventHandler::getGameCycle()-_LastTick;
|
|
|
|
// update the time values
|
|
for (NLMISC::TGameCycle i=0;i<256;++i)
|
|
{
|
|
TEventVector& vect= getEventVector(i);
|
|
for (uint32 j=0;j<vect.size();++j)
|
|
vect[j]->_Time+= delta;
|
|
}
|
|
|
|
// re-locate the event vectors to line them back up with the time values that they represent
|
|
for (NLMISC::TGameCycle i=0;i<256;++i)
|
|
{
|
|
TEventVector& vect= _EventVectors[i];
|
|
while (!vect.empty() && ((uint8)vect[0]->_Time)!=i)
|
|
{
|
|
uint8 swapPos= (uint8)_EventVectors[i][0]->_Time;
|
|
std::swap(_EventVectors[i],_EventVectors[swapPos]);
|
|
}
|
|
}
|
|
|
|
_LastTick= CTickEventHandler::getGameCycle();
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------------------------
|
|
// tickUpdate()
|
|
//-------------------------------------------------------------------------------------------------
|
|
void CTimerManager::tickUpdate()
|
|
{
|
|
H_AUTO(CTimerManagerUpdate);
|
|
|
|
// select this game cycle's phrase event vector
|
|
NLMISC::TGameCycle time= CTickEventHandler::getGameCycle();
|
|
TEventVector &vect= getInstance()->getEventVector(time);
|
|
|
|
// iterate through the vector processing its events
|
|
uint32 nextFreeSlot=0;
|
|
uint32 size=(uint32)vect.size();
|
|
for (uint32 i=0;i<size;++i)
|
|
{
|
|
NLMISC::CSmartPtr<CTimerEvent> eventPtr=vect[i];
|
|
|
|
// if the event is no longer valid then just skip it
|
|
if (eventPtr->getOwner()==NULL)
|
|
continue;
|
|
|
|
// if the event isn't valid yet then keep it for later
|
|
// BUG when event time is too high, like 0xffffffff which is used in special cases, so change the test
|
|
//if ((sint32)(eventPtr->getTime()-time)>0)
|
|
if (eventPtr->getTime() > time)
|
|
{
|
|
vect[nextFreeSlot]=eventPtr;
|
|
++nextFreeSlot;
|
|
continue;
|
|
}
|
|
|
|
// process the event
|
|
eventPtr->processEvent();
|
|
}
|
|
if (!vect.empty())
|
|
{
|
|
//nlinfo("TimerManagerUpdate: Processed %d of %d events",vect.size()-nextFreeSlot, vect.size());
|
|
NbEventsToProcessInTimerManagerUpdate = (uint32)vect.size();
|
|
NbProcessedEventsInTimerManagerUpdate = NbEventsToProcessInTimerManagerUpdate.get() - nextFreeSlot;
|
|
}
|
|
// resize the vector back down to keep only the events that we haven't dealt with yet
|
|
vect.resize(nextFreeSlot);
|
|
}
|
|
|