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147
engine/backend/timer/default/default-timer.cpp
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engine/backend/timer/default/default-timer.cpp
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/* Residual - Virtual machine to run LucasArts' 3D adventure games
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/sys.h"
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#include "engine/backend/driver.h"
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#include "engine/backend/default-timer.h"
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struct TimerSlot {
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Common::TimerManager::TimerProc callback;
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void *refCon;
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uint32 interval; // in microseconds
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uint32 nextFireTime; // in milliseconds
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uint32 nextFireTimeMicro; // mircoseconds part of nextFire
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TimerSlot *next;
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};
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void insertPrioQueue(TimerSlot *head, TimerSlot *newSlot) {
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// The head points to a fake anchor TimerSlot; this common
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// trick allows us to get rid of many special cases.
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const uint32 nextFireTime = newSlot->nextFireTime;
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TimerSlot *slot = head;
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newSlot->next = 0;
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// Insert the new slot into the sorted list of already scheduled
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// timers in such a way that the list stays sorted...
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while (true) {
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assert(slot);
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if (slot->next == 0 || nextFireTime < slot->next->nextFireTime) {
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newSlot->next = slot->next;
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slot->next = newSlot;
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return;
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}
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slot = slot->next;
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}
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}
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DefaultTimerManager::DefaultTimerManager() :
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_timerHandler(0),
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_head(0) {
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_head = new TimerSlot();
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memset(_head, 0, sizeof(TimerSlot));
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}
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DefaultTimerManager::~DefaultTimerManager() {
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Common::StackLock lock(_mutex);
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TimerSlot *slot = _head;
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while (slot) {
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TimerSlot *next = slot->next;
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delete slot;
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slot = next;
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}
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_head = 0;
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}
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void DefaultTimerManager::handler() {
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Common::StackLock lock(_mutex);
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const uint32 curTime = g_driver->getMillis();
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// Repeat as long as there is a TimerSlot that is scheduled to fire.
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TimerSlot *slot = _head->next;
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while (slot && slot->nextFireTime < curTime) {
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// Remove the slot from the priority queue
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_head->next = slot->next;
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// Update the fire time and reinsert the TimerSlot into the priority
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// queue. Has to be done before the timer callback is invoked, in case
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// the callback wants to remove itself.
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assert(slot->interval > 0);
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slot->nextFireTime += (slot->interval / 1000);
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slot->nextFireTimeMicro += (slot->interval % 1000);
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if (slot->nextFireTimeMicro > 1000) {
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slot->nextFireTime += slot->nextFireTimeMicro / 1000;
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slot->nextFireTimeMicro %= 1000;
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}
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insertPrioQueue(_head, slot);
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// Invoke the timer callback
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assert(slot->callback);
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slot->callback(slot->refCon);
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// Look at the next scheduled timer
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slot = _head->next;
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}
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}
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bool DefaultTimerManager::installTimerProc(TimerProc callback, int32 interval, void *refCon) {
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assert(interval > 0);
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Common::StackLock lock(_mutex);
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TimerSlot *slot = new TimerSlot;
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slot->callback = callback;
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slot->refCon = refCon;
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slot->interval = interval;
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slot->nextFireTime = g_driver->getMillis() + interval / 1000;
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slot->nextFireTimeMicro = interval % 1000;
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slot->next = 0;
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insertPrioQueue(_head, slot);
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return true;
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}
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void DefaultTimerManager::removeTimerProc(TimerProc callback) {
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Common::StackLock lock(_mutex);
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TimerSlot *slot = _head;
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while (slot->next) {
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if (slot->next->callback == callback) {
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TimerSlot *next = slot->next->next;
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delete slot->next;
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slot->next = next;
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} else {
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slot = slot->next;
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}
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}
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}
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