/*
* Ascent MMORPG Server
* Copyright (C) 2005-2007 Ascent Team
*
* 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
* 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 .
*
*/
//
// WorldRunnable.cpp
//
#include "StdAfx.h"
#define WORLD_UPDATE_DELAY 50
WorldRunnable::WorldRunnable() : CThread()
{
ThreadType = THREADTYPE_WORLDRUNNABLE;
}
void WorldRunnable::run()
{
SetThreadName("WorldRunnable (non-instance/logon)");
uint32 LastWorldUpdate=getMSTime();
uint32 LastSessionsUpdate=getMSTime();
THREAD_TRY_EXECUTION2
while(ThreadState != THREADSTATE_TERMINATE)
{
// Provision for pausing this thread.
if(ThreadState == THREADSTATE_PAUSED)
{
while(ThreadState == THREADSTATE_PAUSED)
{
Sleep(200);
}
}
if(ThreadState == THREADSTATE_TERMINATE)
break;
ThreadState = THREADSTATE_BUSY;
uint32 diff;
//calce time passed
uint32 now,execution_start;
now=getMSTime();
execution_start=now;
if( now < LastWorldUpdate)//overrun
diff=WORLD_UPDATE_DELAY;
else
diff=now-LastWorldUpdate;
LastWorldUpdate=now;
sWorld.Update( diff );
now=getMSTime();
if( now < LastSessionsUpdate)//overrun
diff=WORLD_UPDATE_DELAY;
else
diff=now-LastSessionsUpdate;
LastSessionsUpdate=now;
sWorld.UpdateSessions( diff );
now=getMSTime();
//we have to wait now
if(execution_start > now)//overrun
diff=WORLD_UPDATE_DELAY-now;
else
diff=now-execution_start;//time used for updating
if(ThreadState == THREADSTATE_TERMINATE)
break;
ThreadState = THREADSTATE_SLEEPING;
/*This is execution time compensating system
if execution took more than default delay
no need to make this sleep*/
if(diff