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#include "game.h"
#include <fstream>
#include <sstream>
#include <string>
#include <iostream>
#include "automation.h"
#include "net/nethandler.h"
#include "net/network.h"
#include "onlinelist.h"
std::string map_path;
volatile int tick_time;
volatile int cur_time;
const int MAX_TIME = 10000;
bool done = false;
OnlineList *onlinelist;
/**
* Advances game logic counter.
*/
Uint32 nextTick(Uint32 interval, void *param)
{
tick_time++;
if (tick_time == MAX_TIME) tick_time = 0;
return interval;
}
int get_elapsed_time(int start_time)
{
if (start_time <= tick_time) {
return (tick_time - start_time) * 10;
}
else {
return (tick_time + (MAX_TIME - start_time)) * 10;
}
}
Game::Game()
{
// Initialize timers
tick_time = 0;
SDL_AddTimer(10, nextTick, NULL); // Logic counter
onlinelist = new OnlineList();
}
Game::~Game()
{
delete onlinelist;
}
int stay_awake(void *data)
{
/* Eathena seems to kick the client after 10 mins of inactivity.
A teenky hack to keep it alive.*/
while (!done)
{
NetHandler::getNetInstance()->sit();
std::cout << "I'm still here." << std::endl;
SDL_Delay(5 * 60 * 1000);
}
}
void Game::logic()
{
done = false;
int gameTime = tick_time;
SDL_Thread *wakeywakey;
Network *mNetwork = NetHandler::getNetInstance()->getNetwork();
NetHandler::getNetInstance()->mapLoaded();
NetHandler::getNetInstance()->ping(tick_time);
//NetHandler::getNetInstance()->sit();
NetHandler::getNetInstance()->loadHandlers();
wakeywakey = SDL_CreateThread(stay_awake, NULL);
while (!done)
{
if (mNetwork->getState() == Network::ERROR_BROKE) //get out of this loop to allow a restart.
done = true;
mNetwork->flush();
mNetwork->dispatchMessages();
while (get_elapsed_time(gameTime) > 0)
{
cur_time = static_cast<int>(time(0));
onlinelist->logic();
Automation::getAutomationHandler()->logic();
++gameTime;
}
gameTime = tick_time;
SDL_Delay(10); // Don't steal all the cpu time.
}
SDL_KillThread(wakeywakey);
}
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