/*
 * 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 (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, see <http://www.gnu.org/licenses/>.
 */
package com.edelvez.gameserver;

import java.text.SimpleDateFormat;
import java.util.Date;
import java.util.List;
import java.util.concurrent.ScheduledFuture;
import java.util.logging.Logger;

import javolution.util.FastList;
import com.edelvez.Config;
import com.edelvez.gameserver.ai.CtrlEvent;
import com.edelvez.gameserver.instancemanager.DayNightSpawnManager;
import com.edelvez.gameserver.model.L2Character;

/**
 * This class ...
 *
 * @version $Revision: 1.1.4.8 $ $Date: 2005/04/06 16:13:24 $
 */
public class GameTimeController
{
	static final Logger _log = Logger.getLogger(GameTimeController.class.getName());
	public static final int TICKS_PER_SECOND = 10;
	public static final int MILLIS_IN_TICK = 1000 / TICKS_PER_SECOND;
	private static GameTimeController _instance = new GameTimeController();
	protected static int _gameTicks;
	protected static long _gameStartTime;
	protected static boolean _isNight = false;
	private static List<L2Character> _movingObjects = new FastList<L2Character>();
	protected static TimerThread _timer;
	@SuppressWarnings("unchecked")
	private ScheduledFuture _timerWatcher;

	/**
	 * one ingame day is 240 real minutes
	 */
	public static GameTimeController getInstance()
	{
		return _instance;
	}

	private GameTimeController()
	{
		_gameStartTime = System.currentTimeMillis() - 3600000; // offset so
		// that the
		// server starts
		// a day begin
		_gameTicks = 3600000 / MILLIS_IN_TICK; // offset so that the server
		// starts a day begin
		_timer = new TimerThread();
		_timer.start();
		_timerWatcher = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new TimerWatcher(), 0, 1000);
		ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new BroadcastSunState(), 0, 600000);
	}

	public boolean isNowNight()
	{
		return _isNight;
	}

	public int getGameTime()
	{
		return _gameTicks / (TICKS_PER_SECOND * 10);
	}

	public static int getGameTicks()
	{
		return _gameTicks;
	}

	/**
	 * Add a L2Character to movingObjects of GameTimeController.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * <BR>
	 * All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR>
	 * <BR>
	 *
	 * @param cha
	 *            The L2Character to add to movingObjects of GameTimeController
	 */
	public synchronized void registerMovingObject(L2Character cha)
	{
		if (cha == null) {
			return;
		}
		if (!_movingObjects.contains(cha)) {
			_movingObjects.add(cha);
		}
	}

	/**
	 * Move all L2Characters contained in movingObjects of GameTimeController.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * <BR>
	 * All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Update the position of each L2Character</li> <li>If movement is finished, the L2Character is removed from movingObjects</li> <li>Create a task to update the _knownObject and _knowPlayers of each L2Character that finished its movement and of their already known L2Object then notify AI with EVT_ARRIVED</li> <BR>
	 * <BR>
	 */
	protected synchronized void moveObjects()
	{
		// Get all L2Character from the ArrayList movingObjects and put them
		// into a table
		L2Character[] chars = _movingObjects.toArray(new L2Character[_movingObjects.size()]);
		// Create an ArrayList to contain all L2Character that are arrived to
		// destination
		List<L2Character> ended = null;
		// Go throw the table containing L2Character in movement
		for (L2Character cha : chars) {
			// Update the position of the L2Character and return true if the
			// movement is finished
			boolean end = cha.updatePosition(_gameTicks);
			// If movement is finished, the L2Character is removed from
			// movingObjects and added to the ArrayList ended
			if (end)
			{
				_movingObjects.remove(cha);
				if (ended == null) {
					ended = new FastList<L2Character>();
				}
				ended.add(cha);
			}
		}
		// Create a task to update the _knownObject and _knowPlayers of each
		// L2Character that finished its movement and of their already known
		// L2Object
		// then notify AI with EVT_ARRIVED
		// TODO: maybe a general TP is needed for that kinda stuff (all
		// knownlist updates should be done in a TP anyway).
		if (ended != null) {
			ThreadPoolManager.getInstance().executeTask(new MovingObjectArrived(ended));
		}
	}

	public void stopTimer()
	{
		_timerWatcher.cancel(true);
		_timer.interrupt();
	}

	class TimerThread extends Thread
	{
		protected Exception _error;

		public TimerThread()
		{
			super("GameTimeController");
			setDaemon(true);
			setPriority(MAX_PRIORITY);
			_error = null;
		}

		@Override
		public void run()
		{
			try
			{
				for (;;)
				{
					int _oldTicks = _gameTicks; // save old ticks value to avoid
					// moving objects 2x in same
					// tick
					long runtime = System.currentTimeMillis() - _gameStartTime; // from
					// server
					// boot
					// to
					// now
					_gameTicks = (int) (runtime / MILLIS_IN_TICK); // new
					// ticks
					// value
					// (ticks
					// now)
					if (_oldTicks != _gameTicks) {
						moveObjects(); // XXX: if this makes objects go slower,
					}
					// remove it
					// but I think it can't make that effect. is it better
					// to
					// call moveObjects() twice in same
					// tick to make-up for missed tick ? or is it better to
					// ignore missed tick ?
					// (will happen very rarely but it will happen ... on
					// garbage collection definitely)
					runtime = System.currentTimeMillis() - _gameStartTime - runtime;
					// calculate sleep time... time needed to next tick
					// minus
					// time it takes to call moveObjects()
					int sleepTime = 1 + MILLIS_IN_TICK - (int) runtime % MILLIS_IN_TICK;
					// _log.finest("TICK: "+_gameTicks);
					sleep(sleepTime); // hope other threads will have much
					// more cpu time available now
					// SelectorThread most of all
				}
			}
			catch (Exception e)
			{
				_error = e;
			}
		}
	}

	class TimerWatcher implements Runnable
	{
		public void run()
		{
			if (!_timer.isAlive())
			{
				String time = new SimpleDateFormat("HH:mm:ss").format(new Date());
				_log.warning(time + " TimerThread stop with following error. restart it.");
				if (_timer._error != null) {
					_timer._error.printStackTrace();
				}
				_timer = new TimerThread();
				_timer.start();
			}
		}
	}

	/**
	 * Update the _knownObject and _knowPlayers of each L2Character that finished its movement and of their already known L2Object then notify AI with EVT_ARRIVED.<BR>
	 * <BR>
	 */
	class MovingObjectArrived implements Runnable
	{
		private final List<L2Character> _ended;

		MovingObjectArrived(List<L2Character> ended)
		{
			_ended = ended;
		}

		public void run()
		{
			for (L2Character cha : _ended)
			{
				try
				{
                    if (Config.MOVE_BASED_KNOWNLIST)
                    {
                    	cha.getKnownList().findObjects();
                    }
					cha.getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
				}
				catch (NullPointerException e)
				{
				}
			}
		}
	}

	/**
	 * @param rise
	 */
	class BroadcastSunState implements Runnable
	{
		public void run()
		{
			int h = getGameTime() / 60 % 24; // Time in hour
			boolean tempIsNight = h < 6;
			if (tempIsNight != _isNight)
			{ // If diff day/night state
				_isNight = tempIsNight; // Set current day/night varible to
				// value of temp varible
				DayNightSpawnManager.getInstance().notifyChangeMode();
			}
		}
	}
}
