/* +------------------------------------+ * | 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() : CantDeleteHere(false) { } 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++) { InspTimer* 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(InspTimer* 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++) { InspTimer* 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(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); if (found != Timers.end()) { x = found->second; } else { x = new timergroup; Timers[time_to_trigger] = x; } x->push_back(T); }