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|
/* +------------------------------------+
* | Inspire Internet Relay Chat Daemon |
* +------------------------------------+
*
* InspIRCd: (C) 2002-2007 InspIRCd Development Team
* See: http://www.inspircd.org/wiki/index.php/Credits
*
* This program is free but copyrighted software; see
* the file COPYING for details.
*
* ---------------------------------------------------
*/
#include "inspircd.h"
#include "timer.h"
TimerManager::TimerManager(InspIRCd* Instance) : CantDeleteHere(false), ServerInstance(Instance)
{
}
void TimerManager::TickTimers(time_t TIME)
{
this->CantDeleteHere = true;
timerlist::iterator found = Timers.find(TIME);
if (found != Timers.end())
{
timergroup* x = found->second;
/* There are pending timers to trigger.
* WARNING: Timers may delete themselves from within
* their own Tick methods! see the comment below in
* the DelTimer method.
*/
for (timergroup::iterator y = x->begin(); y != x->end(); y++)
{
Timer* n = *y;
n->Tick(TIME);
if (n->GetRepeat())
{
AddTimer(n, n->GetSecs());
}
else
{
DELETE(n);
}
}
Timers.erase(found);
DELETE(x);
}
this->CantDeleteHere = false;
}
void TimerManager::DelTimer(Timer* T)
{
if (this->CantDeleteHere)
{
/* If a developer tries to delete a timer from within its own Tick method,
* then chances are this is just going to totally fuck over the timergroup
* and timerlist iterators and cause a crash. Thanks to peavey and Bricker
* for noticing this bug.
* If we're within the tick loop when the DelTimer is called (signified
* by the var 'CantDeleteHere') then we simply return for non-repeating
* timers, and cancel the repeat on repeating timers. We can do this because
* we know that the timer tick loop will safely delete the timer for us
* anyway and therefore we avoid stack corruption.
*/
if (T->GetRepeat())
T->CancelRepeat();
else
return;
}
timerlist::iterator found = Timers.find(T->GetTimer());
if (found != Timers.end())
{
timergroup* x = found->second;
for (timergroup::iterator y = x->begin(); y != x->end(); y++)
{
Timer* n = *y;
if (n == T)
{
DELETE(n);
x->erase(y);
if (!x->size())
{
Timers.erase(found);
DELETE(x);
}
return;
}
}
}
}
/** Because some muppets may do odd things, and their ircd may lock up due
* to crappy 3rd party modules, or they may change their system time a bit,
* this accounts for shifts of up to 120 secs by looking behind for missed
* timers and executing them. This is only executed once every 5 secs.
* If you move your clock BACK, and your timers move further ahead as a result,
* then tough titty you'll just have to wait.
*/
void TimerManager::TickMissedTimers(time_t TIME)
{
for (time_t n = TIME-1; n > TIME-120; n--)
this->TickTimers(TIME);
}
void TimerManager::AddTimer(Timer* T, long secs_from_now)
{
timergroup* x = NULL;
int time_to_trigger = 0;
if (!secs_from_now)
time_to_trigger = T->GetTimer();
else
time_to_trigger = secs_from_now + ServerInstance->Time();
timerlist::iterator found = Timers.find(time_to_trigger);
if (found != Timers.end())
{
x = found->second;
}
else
{
x = new timergroup;
Timers[time_to_trigger] = x;
}
x->push_back(T);
}
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