// 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); }