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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using libsecondlife;
- namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase.AsyncCommandPlugins
- {
- public class Timer
- {
- public AsyncCommandManager m_CmdManager;
- public Timer(AsyncCommandManager CmdManager)
- {
- m_CmdManager = CmdManager;
- }
- //
- // TIMER
- //
- private class TimerClass
- {
- public uint localID;
- public LLUUID itemID;
- //public double interval;
- public long interval;
- //public DateTime next;
- public long next;
- }
- private List<TimerClass> Timers = new List<TimerClass>();
- private object TimerListLock = new object();
- public void SetTimerEvent(uint m_localID, LLUUID m_itemID, double sec)
- {
- Console.WriteLine("SetTimerEvent");
- // Always remove first, in case this is a re-set
- UnSetTimerEvents(m_localID, m_itemID);
- if (sec == 0) // Disabling timer
- return;
- // Add to timer
- TimerClass ts = new TimerClass();
- ts.localID = m_localID;
- ts.itemID = m_itemID;
- ts.interval = Convert.ToInt64(sec * 10000000); // How many 100 nanoseconds (ticks) should we wait
- // 2193386136332921 ticks
- // 219338613 seconds
- //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
- ts.next = DateTime.Now.Ticks + ts.interval;
- lock (TimerListLock)
- {
- Timers.Add(ts);
- }
- }
- public void UnSetTimerEvents(uint m_localID, LLUUID m_itemID)
- {
- // Remove from timer
- lock (TimerListLock)
- {
- foreach (TimerClass ts in new ArrayList(Timers))
- {
- if (ts.localID == m_localID && ts.itemID == m_itemID)
- Timers.Remove(ts);
- }
- }
- // Old method: Create new list
- //List<TimerClass> NewTimers = new List<TimerClass>();
- //foreach (TimerClass ts in Timers)
- //{
- // if (ts.localID != m_localID && ts.itemID != m_itemID)
- // {
- // NewTimers.Add(ts);
- // }
- //}
- //Timers.Clear();
- //Timers = NewTimers;
- //}
- }
- public void CheckTimerEvents()
- {
- // Nothing to do here?
- if (Timers.Count == 0)
- return;
- lock (TimerListLock)
- {
- // Go through all timers
- foreach (TimerClass ts in Timers)
- {
- // Time has passed?
- if (ts.next < DateTime.Now.Ticks)
- {
- // Console.WriteLine("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
- // Add it to queue
- m_CmdManager.m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(ts.localID, ts.itemID, "timer", EventQueueManager.llDetectNull,
- null);
- m_CmdManager.m_ScriptEngine.World.EventManager.TriggerTimerEvent(ts.localID, ((double)ts.interval / 10000000));
- // set next interval
- //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
- ts.next = DateTime.Now.Ticks + ts.interval;
- }
- }
- }
- }
- }
- }
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