+
+ if (found != Timers.end())
+ {
+ timergroup* x = found->second;
+ for (timergroup::iterator y = x->begin(); y != x->end(); y++)
+ {
+ InspTimer* n = *y;
+ if (n == T)
+ {
+ DELETE(n);
+ x->erase(y);
+ if (!x->size())
+ {
+ Timers.erase(found);
+ }
+ 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)
+{
+ /** See comment above in TickTimers
+ */
+ this->CantDeleteHere = true;
+
+ for (time_t n = TIME-1; n > TIME-120; n--)
+ {
+ timerlist::iterator found = Timers.find(n);
+ if (found != Timers.end())
+ {
+ timergroup* x = found->second;
+ for (timergroup::iterator y = x->begin(); y != x->end(); y++)
+ {
+ InspTimer* z = *y;
+ z->Tick(TIME);
+ if (z->GetRepeat())
+ {
+ AddTimer(z, z->GetSecs());
+ }
+ else
+ {
+ DELETE(z);
+ }
+ }
+
+ Timers.erase(found);
+ DELETE(x);
+ }
+ }
+
+ this->CantDeleteHere = false;
+}
+
+void TimerManager::AddTimer(InspTimer* 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 + time(NULL);
+
+ timerlist::iterator found = Timers.find(time_to_trigger);
+