// Ryzom - MMORPG Framework
// 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 .
//-------------------------------------------------------------------------------------------------
// includes
//-------------------------------------------------------------------------------------------------
#include "stdpch.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/variable.h"
#include "timer.h"
NLMISC::CVariable NbProcessedEventsInTimerManagerUpdate("egs", "NbProcessedEventInTimerManagerUpdate", "", 0);
NLMISC::CVariable 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_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=vect.size();
for (uint32 i=0;i 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 = 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);
}