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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 2
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "backends/timer/default/default-timer.h"
#include "common/util.h"
#include "common/system.h"
struct TimerSlot {
Common::TimerManager::TimerProc callback;
void *refCon;
Common::String id;
uint32 interval; // in microseconds
uint32 nextFireTime; // in milliseconds
uint32 nextFireTimeMicro; // microseconds part of nextFire
TimerSlot *next;
TimerSlot() : callback(nullptr), refCon(nullptr), interval(0), nextFireTime(0), nextFireTimeMicro(0), next(nullptr) {}
};
void insertPrioQueue(TimerSlot *head, TimerSlot *newSlot) {
// The head points to a fake anchor TimerSlot; this common
// trick allows us to get rid of many special cases.
const uint32 nextFireTime = newSlot->nextFireTime;
TimerSlot *slot = head;
newSlot->next = 0;
// Insert the new slot into the sorted list of already scheduled
// timers in such a way that the list stays sorted...
while (true) {
assert(slot);
if (slot->next == 0 || nextFireTime < slot->next->nextFireTime) {
newSlot->next = slot->next;
slot->next = newSlot;
return;
}
slot = slot->next;
}
}
DefaultTimerManager::DefaultTimerManager() :
_head(0) {
_head = new TimerSlot();
}
DefaultTimerManager::~DefaultTimerManager() {
Common::StackLock lock(_mutex);
TimerSlot *slot = _head;
while (slot) {
TimerSlot *next = slot->next;
delete slot;
slot = next;
}
_head = 0;
}
void DefaultTimerManager::handler() {
Common::StackLock lock(_mutex);
uint32 curTime = g_system->getMillis(true);
// Repeat as long as there is a TimerSlot that is scheduled to fire.
TimerSlot *slot = _head->next;
while (slot && slot->nextFireTime < curTime) {
// Remove the slot from the priority queue
_head->next = slot->next;
// Update the fire time and reinsert the TimerSlot into the priority
// queue.
assert(slot->interval > 0);
slot->nextFireTime += (slot->interval / 1000);
slot->nextFireTimeMicro += (slot->interval % 1000);
if (slot->nextFireTimeMicro > 1000) {
slot->nextFireTime += slot->nextFireTimeMicro / 1000;
slot->nextFireTimeMicro %= 1000;
}
insertPrioQueue(_head, slot);
// Invoke the timer callback
assert(slot->callback);
slot->callback(slot->refCon);
// Look at the next scheduled timer
slot = _head->next;
}
}
bool DefaultTimerManager::installTimerProc(TimerProc callback, int32 interval, void *refCon, const Common::String &id) {
assert(interval > 0);
Common::StackLock lock(_mutex);
if (_callbacks.contains(id)) {
if (_callbacks[id] != callback) {
error("Different callbacks are referred by same name (%s)", id.c_str());
}
}
TimerSlotMap::const_iterator i;
for (i = _callbacks.begin(); i != _callbacks.end(); ++i) {
if (i->_value == callback) {
error("Same callback added twice (old name: %s, new name: %s)", i->_key.c_str(), id.c_str());
}
}
_callbacks[id] = callback;
TimerSlot *slot = new TimerSlot;
slot->callback = callback;
slot->refCon = refCon;
slot->id = id;
slot->interval = interval;
slot->nextFireTime = g_system->getMillis() + interval / 1000;
slot->nextFireTimeMicro = interval % 1000;
slot->next = 0;
insertPrioQueue(_head, slot);
return true;
}
void DefaultTimerManager::removeTimerProc(TimerProc callback) {
Common::StackLock lock(_mutex);
TimerSlot *slot = _head;
while (slot->next) {
if (slot->next->callback == callback) {
TimerSlot *next = slot->next->next;
delete slot->next;
slot->next = next;
} else {
slot = slot->next;
}
}
// We need to remove all names referencing the timer proc here.
//
// Else we run into troubles, when the client code removes and readds timer
// callbacks.
//
// Another issues occurs when one plays a game with ALSA as music driver,
// does RTL and starts a different engine game with ALSA as music driver.
// In this case the MPU401 code will add different timer procs with the
// same name, resulting in two different callbacks added with the same
// name and causing installTimerProc to error out.
// A good test case is running a SCUMM with ALSA output and then a KYRA
// game for example.
for (TimerSlotMap::iterator i = _callbacks.begin(), end = _callbacks.end(); i != end; ++i) {
if (i->_value == callback)
_callbacks.erase(i);
}
}
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