/*
* http://blog.csdn.net/yueguanghaidao/article/details/46290539
* 修改内容:为定时器增加类型和参数属性,修改回调函数类型
*/
package timer
import (
"container/list"
"fmt"
"sync"
"time"
)
//referer https://github.com/cloudwu/skynet/blob/master/skynet-src/skynet_timer.c
const (
TIME_NEAR_SHIFT = 8
TIME_NEAR = 1 << TIME_NEAR_SHIFT
TIME_LEVEL_SHIFT = 6
TIME_LEVEL = 1 << TIME_LEVEL_SHIFT
TIME_NEAR_MASK = TIME_NEAR - 1
TIME_LEVEL_MASK = TIME_LEVEL - 1
)
type Timer struct {
near [TIME_NEAR]*list.List
t [4][TIME_LEVEL]*list.List
sync.Mutex
time uint32
tick time.Duration
quit chan struct{}
}
type Node struct {
expire uint32
/*
* 增加定时器类型和定时器参数
*/
t int
arg string
f func(int, string)
}
var T *Timer
func init() {
timer := New(time.Millisecond * 10)
T = timer
fmt.Println("start timer server...")
go T.Start()
}
func (n *Node) String() string {
return fmt.Sprintf("Node:expire,%d,t:%d,arg:%s", n.expire, n.t, n.arg)
}
func New(d time.Duration) *Timer {
t := new(Timer)
t.time = 0
t.tick = d
t.quit = make(chan struct{})
var i, j int
for i = 0; i < TIME_NEAR; i++ {
t.near[i] = list.New()
}
for i = 0; i < 4; i++ {
for j = 0; j < TIME_LEVEL; j++ {
t.t[i][j] = list.New()
}
}
return t
}
func (t *Timer) addNode(n *Node) {
expire := n.expire
current := t.time
if (expire | TIME_NEAR_MASK) == (current | TIME_NEAR_MASK) {
t.near[expire&TIME_NEAR_MASK].PushBack(n)
} else {
var i uint32
var mask uint32 = TIME_NEAR << TIME_LEVEL_SHIFT
for i = 0; i < 3; i++ {
if (expire | (mask - 1)) == (current | (mask - 1)) {
break
}
mask <<= TIME_LEVEL_SHIFT
}
t.t[i][(expire>>(TIME_NEAR_SHIFT+i*TIME_LEVEL_SHIFT))&TIME_LEVEL_MASK].PushBack(n)
}
}
func (t *Timer) NewTimer(d time.Duration, f func(int, string), tp int, arg string) *Node {
n := new(Node)
n.f = f
n.t = tp
n.arg = arg
t.Lock()
n.expire = uint32(d/t.tick) + t.time
t.addNode(n)
t.Unlock()
return n
}
func (t *Timer) String() string {
return fmt.Sprintf("Timer:time:%d, tick:%s", t.time, t.tick)
}
func dispatchList(front *list.Element) {
for e := front; e != nil; e = e.Next() {
node := e.Value.(*Node)
go node.f(node.t, node.arg)
}
}
func (t *Timer) moveList(level, idx int) {
vec := t.t[level][idx]
front := vec.Front()
vec.Init()
for e := front; e != nil; e = e.Next() {
node := e.Value.(*Node)
t.addNode(node)
}
}
func (t *Timer) shift() {
t.Lock()
var mask uint32 = TIME_NEAR
t.time++
ct := t.time
if ct == 0 {
t.moveList(3, 0)
} else {
time := ct >> TIME_NEAR_SHIFT
var i int = 0
for (ct & (mask - 1)) == 0 {
idx := int(time & TIME_LEVEL_MASK)
if idx != 0 {
t.moveList(i, idx)
break
}
mask <<= TIME_LEVEL_SHIFT
time >>= TIME_LEVEL_SHIFT
i++
}
}
t.Unlock()
}
func (t *Timer) execute() {
t.Lock()
idx := t.time & TIME_NEAR_MASK
vec := t.near[idx]
if vec.Len() > 0 {
front := vec.Front()
vec.Init()
t.Unlock()
// dispatch_list don't need lock
dispatchList(front)
return
}
t.Unlock()
}
func (t *Timer) update() {
// try to dispatch timeout 0 (rare condition)
t.execute()
// shift time first, and then dispatch timer message
t.shift()
t.execute()
}
func (t *Timer) Start() {
tick := time.NewTicker(t.tick)
defer tick.Stop()
for {
select {
case <-tick.C:
t.update()
case <-t.quit:
return
}
}
}
func (t *Timer) Stop() {
close(t.quit)
}
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