/*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*/
package silentium.gameserver;
import java.util.Collection;
import java.util.Iterator;
import java.util.Map;
import javolution.util.FastMap;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import silentium.gameserver.ai.CtrlEvent;
import silentium.gameserver.configs.NPCConfig;
import silentium.gameserver.instancemanager.DayNightSpawnManager;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.L2World;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.network.SystemMessageId;
import silentium.gameserver.network.serverpackets.SystemMessage;
import silentium.gameserver.tables.SkillTable;
/**
* This class handles :<br>
* - ingame time (10 real seconds equal 1 ingame minute) ;<br>
* - character movement ;<br>
* - ShadowSense messages.
*/
public class GameTimeController
{
protected static final Logger _log = LoggerFactory.getLogger(GameTimeController.class.getName());
public static final int TICKS_PER_SECOND = 10;
public static final int MILLIS_IN_TICK = 1000 / TICKS_PER_SECOND;
protected static int _gameTicks;
protected static long _gameStartTime;
protected static boolean _isNight = false;
protected static boolean _interruptRequest = false;
private static final FastMap<Integer, L2Character> _movingObjects = new FastMap<Integer, L2Character>().shared();
protected static TimerThread _timer;
public static GameTimeController getInstance()
{
return SingletonHolder._instance;
}
protected GameTimeController()
{
_gameStartTime = System.currentTimeMillis() - 3600000;
_gameTicks = 3600000 / MILLIS_IN_TICK;
_timer = new TimerThread();
_timer.start();
ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new BroadcastSunState(), 0, 600000);
}
public boolean isNowNight()
{
return _isNight;
}
public int getGameTime()
{
return (_gameTicks / (TICKS_PER_SECOND * 10));
}
public static int getGameTicks()
{
return _gameTicks;
}
/**
* Add a L2Character to movingObjects of GameTimeController.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR>
* <BR>
*
* @param cha
* The L2Character to add to movingObjects of GameTimeController
*/
public void registerMovingObject(L2Character cha)
{
if (cha == null)
return;
_movingObjects.putIfAbsent(cha.getObjectId(), cha);
}
/**
* Move all L2Characters contained in movingObjects of GameTimeController.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Update the position of each L2Character</li> <li>If movement is finished, the L2Character is removed from movingObjects</li> <li>
* Create a task to update the _knownObject and _knowPlayers of each L2Character that finished its movement and of their already known
* L2Object then notify AI with EVT_ARRIVED</li>
*/
protected void moveObjects()
{
// Go throw the table containing L2Character in movement
Iterator<Map.Entry<Integer, L2Character>> it = _movingObjects.entrySet().iterator();
while (it.hasNext())
{
// If movement is finished, the L2Character is removed from
// movingObjects and added to the ArrayList ended
L2Character ch = it.next().getValue();
if (ch.updatePosition(_gameTicks))
{
it.remove();
ThreadPoolManager.getInstance().executeTask(new MovingObjectArrived(ch));
}
}
}
public void stopTimer()
{
_interruptRequest = true;
_timer.interrupt();
}
class TimerThread extends Thread
{
public TimerThread()
{
super("GameTimeController");
setDaemon(true);
setPriority(MAX_PRIORITY);
}
@Override
public void run()
{
int oldTicks;
long runtime;
int sleepTime;
for (;;)
{
try
{
oldTicks = _gameTicks; // save old ticks value to avoid moving objects 2x in same tick
runtime = System.currentTimeMillis() - _gameStartTime; // from server boot to now
_gameTicks = (int) (runtime / MILLIS_IN_TICK); // new ticks value (ticks now)
if (oldTicks != _gameTicks)
moveObjects();
runtime = (System.currentTimeMillis() - _gameStartTime) - runtime;
// calculate sleep time... time needed to next tick minus time it takes to call moveObjects()
sleepTime = 1 + MILLIS_IN_TICK - ((int) runtime) % MILLIS_IN_TICK;
if (sleepTime > 0)
Thread.sleep(sleepTime);
}
catch (InterruptedException ie)
{
if (_interruptRequest)
return;
_log.warn("", ie);
}
catch (Exception e)
{
_log.warn("", e);
}
}
}
}
/**
* Update the _knownObject and _knowPlayers of each L2Character that finished its movement and of their already known L2Object then notify AI
* with EVT_ARRIVED.<BR>
* <BR>
*/
private static class MovingObjectArrived implements Runnable
{
private final L2Character _ended;
MovingObjectArrived(L2Character ended)
{
_ended = ended;
}
@Override
public void run()
{
try
{
if (_ended.hasAI()) // AI could be just disabled due to region turn off
{
if (NPCConfig.MOVE_BASED_KNOWNLIST)
_ended.getKnownList().findObjects();
_ended.getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
}
}
catch (NullPointerException e)
{
_log.warn("", e);
}
}
}
class BroadcastSunState implements Runnable
{
int h;
boolean tempIsNight;
@Override
public void run()
{
h = ((getGameTime() + 29) / 60) % 24; // Time in hour
tempIsNight = (h < 6);
if (tempIsNight != _isNight)
{
_isNight = tempIsNight; // Set current day/night variable to value of temp variable
DayNightSpawnManager.getInstance().notifyChangeMode();
}
// "Activate" shadow sense at 00h00 (night) and 06h00 (sunrise)
if (h == 0 || h == 6)
activateShadowSense();
}
}
protected void activateShadowSense()
{
Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values();
for (L2PcInstance onlinePlayer : pls)
{
// if a player is a DE, verify if he got the skill
if (onlinePlayer != null && onlinePlayer.getRace().ordinal() == 2)
{
L2Skill skill = SkillTable.getInstance().getInfo(294, 1);
// If player got the skill (exemple : low level DEs haven't it)
if (skill != null && onlinePlayer.getSkillLevel(294) == 1)
{
if (isNowNight())
onlinePlayer.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NIGHT_EFFECT_APPLIES).addSkillName(294));
else
onlinePlayer.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.DAY_EFFECT_DISAPPEARS).addSkillName(294));
// You saw nothing and that pack doesn't even exist w_w.
onlinePlayer.removeSkill(skill, false);
onlinePlayer.addSkill(skill, false);
}
}
}
}
private static class SingletonHolder
{
protected static final GameTimeController _instance = new GameTimeController();
}
}