// this method is called when no players remains in battleground void BattleGround::Reset() { SetWinner(TEAM_NONE); SetStatus(STATUS_WAIT_QUEUE); SetStartTime(0); SetEndTime(0); m_Events = 0; // door-event2 is always 0 m_ActiveEvents[BG_EVENT_DOOR] = 0; if (m_InvitedAlliance > 0 || m_InvitedHorde > 0) sLog.outError("BattleGround system: bad counter, m_InvitedAlliance: %d, m_InvitedHorde: %d", m_InvitedAlliance, m_InvitedHorde); m_InvitedAlliance = 0; m_InvitedHorde = 0; m_InBGFreeSlotQueue = false; m_Players.clear(); for (BattleGroundScoreMap::const_iterator itr = m_PlayerScores.begin(); itr != m_PlayerScores.end(); ++itr) delete itr->second; m_PlayerScores.clear(); }
int xmain(int argc, char **argv) { MuscleContext *ctx = getMuscleContext(); #if WIN32 // Multi-tasking does not work well in CPU-bound // console apps running under Win32. // Reducing the process priority allows GUI apps // to run responsively in parallel. SetPriorityClass(GetCurrentProcess(), BELOW_NORMAL_PRIORITY_CLASS); #endif ctx->muscle.g_argc = argc; ctx->muscle.g_argv = argv; SetNewHandler(); SetStartTime(); ProcessArgVect(argc - 1, argv + 1); SetParams(); SetLogFile(); //extern void TestSubFams(const char *); //TestSubFams(g_pstrInFileName); //return 0; if (ctx->params.g_bVersion) { printf(MUSCLE_LONG_VERSION "\n"); exit(EXIT_SUCCESS); } if (!ctx->params.g_bQuiet) //Credits(); if (MissingCommand() && isatty(0)) { Usage(); exit(EXIT_SUCCESS); } if (ctx->params.g_bCatchExceptions) { try { Run(); } catch (...) { OnException(); exit(EXIT_Except); } } else Run(); #ifdef _CRTDBG_MAP_ALLOC delete ctx; _CrtDumpMemoryLeaks(); //to Output window of MSVC #endif exit(EXIT_Success); }
void DoMakeTree() { if (g_pstrInFileName.get() == 0 || g_pstrOutFileName.get() == 0) Quit("-maketree requires -in <msa> and -out <treefile>"); SetStartTime(); SetSeqWeightMethod(g_SeqWeight1.get()); TextFile MSAFile(g_pstrInFileName.get()); MSA msa; msa.FromFile(MSAFile); unsigned uSeqCount = msa.GetSeqCount(); MSA::SetIdCount(uSeqCount); // Initialize sequence ids. // From this point on, ids must somehow propogate from here. for (unsigned uSeqIndex = 0; uSeqIndex < uSeqCount; ++uSeqIndex) msa.SetSeqId(uSeqIndex, uSeqIndex); SetMuscleInputMSA(msa); Progress("%u sequences", uSeqCount); Tree tree; TreeFromMSA(msa, tree, g_Cluster2.get(), g_Distance2.get(), g_Root2.get()); TextFile TreeFile(g_pstrOutFileName.get(), true); tree.ToFile(TreeFile); Progress("Tree created"); }
void FCurveSequence::PlayReverse( const float StartAtTime ) { bInReverse = true; // We start reversing NOW. SetStartTime(FSlateApplicationBase::Get().GetCurrentTime() - StartAtTime); }
void FCurveSequence::JumpToEnd( ) { bInReverse = false; bIsLooping = false; bIsPaused = false; SetStartTime(FSlateApplicationBase::Get().GetCurrentTime() - TotalDuration); }
void BattleGround::StartBattleGround() { ///this method should spawn spirit guides and so on SetStartTime(0); SetLastResurrectTime(0); }
void BattleGroundSA::ResetBattle(uint32 winner, Team teamDefending) { Phase = SA_ROUND_TWO; shipsTimer = BG_SA_BOAT_START; shipsStarted = false; for (int32 i = 0; i < BG_SA_GATE_MAX; ++i) GateStatus[i] = BG_SA_GO_GATES_NORMAL; SetStartTime(0); defender = (teamDefending == ALLIANCE) ? HORDE : ALLIANCE; relicGateDestroyed = false; ToggleTimer(); SetupShips(); for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) { Player *plr = sObjectMgr.GetPlayer(itr->first); if (!plr) continue; TeleportPlayerToCorrectLoc(plr, true); if (plr->GetBGTeam() == defender && plr->GetItemByEntry(39213) != NULL) plr->DestroyItemCount(39213, 1, true); } UpdatePhase(); ResetWorldStates(); }
void ContrastDialog::OnGetBackgroundDB( wxCommandEvent & WXUNUSED(event)) { SetStartTime(mBackgroundStartT->GetTimeValue()); SetEndTime(mBackgroundEndT->GetTimeValue()); backgrounddB = GetDB(); m_pButton_UseCurrentB->SetFocus(); results(); }
void FCurveSequence::Play( const float StartAtTime ) { // Playing forward bInReverse = false; // We start playing NOW. SetStartTime(FSlateApplicationBase::Get().GetCurrentTime() - StartAtTime); }
void ContrastDialog::OnGetForegroundDB( wxCommandEvent &event ) { SetStartTime(mForegroundStartT->GetTimeValue()); SetEndTime(mForegroundEndT->GetTimeValue()); foregrounddB = GetDB(); m_pButton_UseCurrentF->SetFocus(); results(); }
BOOL CObjectCommand_Action::Init(UINT uStartTime, INT nLogicCount, INT nActionID) { SetStartTime(uStartTime); SetLogicCount(nLogicCount); m_nActionID = INVALID_ID; SetCommandID(OBJECT_COMMAND_ACTION); return TRUE; }
void Run() { SetStartTime(); Log("Started %s\n", GetTimeAsStr()); for (int i = 0; i < g_argc; ++i) Log("%s ", g_argv[i]); Log("\n"); #if TIMING TICKS t1 = GetClockTicks(); #endif if (g_bRefine) Refine(); else if (g_bRefineW) { extern void DoRefineW(); DoRefineW(); } else if (g_bProfDB) ProfDB(); else if (g_bSW) Local(); else if (0 != g_pstrSPFileName) DoSP(); else if (g_bProfile) Profile(); else if (g_bPPScore) PPScore(); else if (g_bPAS) ProgAlignSubFams(); else DoMuscle(); #if TIMING extern TICKS g_ticksDP; extern TICKS g_ticksObjScore; TICKS t2 = GetClockTicks(); TICKS TotalTicks = t2 - t1; TICKS ticksOther = TotalTicks - g_ticksDP - g_ticksObjScore; double dSecs = TicksToSecs(TotalTicks); double PctDP = (double) g_ticksDP*100.0/(double) TotalTicks; double PctOS = (double) g_ticksObjScore*100.0/(double) TotalTicks; double PctOther = (double) ticksOther*100.0/(double) TotalTicks; Log(" Ticks Secs Pct\n"); Log(" ============ ======= =====\n"); Log("DP %12ld %7.2f %5.1f%%\n", (long) g_ticksDP, TicksToSecs(g_ticksDP), PctDP); Log("OS %12ld %7.2f %5.1f%%\n", (long) g_ticksObjScore, TicksToSecs(g_ticksObjScore), PctOS); Log("Other %12ld %7.2f %5.1f%%\n", (long) ticksOther, TicksToSecs(ticksOther), PctOther); Log("Total %12ld %7.2f 100.0%%\n", (long) TotalTicks, dSecs); #endif ListDiagSavings(); Log("Finished %s\n", GetTimeAsStr()); }
BOOL CObjectCommand_Ability::Init(UINT uStartTime, INT nLogicCount, INT nAbilityID, INT nPrescriptionID, ObjID_t nTargetObjID) { SetStartTime(uStartTime); SetLogicCount(nLogicCount); m_nAbilityID = nAbilityID; m_nPrescriptionID = nPrescriptionID; m_nTargetObjID = nTargetObjID; m_uEndTime = UINT_MAX; SetCommandID(OBJECT_COMMAND_ABILITY); return TRUE; }
void FCurveSequence::PlayReverse( const TSharedRef<SWidget>& InOwnerWidget, bool bPlayLooped, const float StartAtTime ) { RegisterActiveTimerIfNeeded(InOwnerWidget); bIsLooping = bPlayLooped; bIsPaused = false; bInReverse = true; // We start reversing NOW. SetStartTime(FSlateApplicationBase::Get().GetCurrentTime() - StartAtTime); }
void BattleGround::StartBattleGround() { SetStartTime(0); // add BG to free slot queue AddToBGFreeSlotQueue(); // add bg to update list // This must be done here, because we need to have already invited some players when first BG::Update() method is executed // and it doesn't matter if we call StartBattleGround() more times, because m_BattleGrounds is a map and instance id never changes sBattleGroundMgr.AddBattleGround(GetInstanceID(), GetTypeID(), this); }
//----------------------------------------------------------------------------- // Purpose: // Input : *phoneme - //----------------------------------------------------------------------------- CPhonemeTag::CPhonemeTag( const char *phoneme ) { SetStartAndEndBytes( 0, 0 ); SetStartTime( 0.0f ); SetEndTime( 0.0f ); SetSelected( false ); SetPhonemeCode( 0 ); m_szPhoneme = NULL; SetTag( phoneme ); }
MuscleParamsHelper::MuscleParamsHelper(TaskStateInfo& ti, MuscleContext *_ctx) : ctx(_ctx), ugeneFileStub(ti) { SetParams(); //override some params. TODO: recheck possible conflict with SetPPScore() ! ctx->progressPercent = &ti.progress; ctx->cancelFlag = &ti.cancelFlag; ctx->progress.g_fProgress = &ugeneFileStub; //log context ctx->progress.pr_printf = ugene_printf; //overriding logging ctx->params.g_uMaxMB = 0; //unlimited memory SetMaxIters(ctx->params.g_uMaxIters); SetStartTime(); }
bool Instance::Move(short chan_id, const Time &t, const Time &d, bool display) { if (startTime != t) { SetStartTime(t, display); } if (duration != d) { SetDuration(d, display); } if (chan_id >= 0 && chan_id < uberQua->nChannel) { Channel *c = uberQua->channel[chan_id]; SetChannel(c, display); } return true; }
BOOL CObjectCommand_MagicSend::Init(UINT uStartTime, INT nLogicCount, INT nMagicID, ObjID_t nTargetID, const WORLD_POS *pTargetPos, FLOAT fTargetDir) { SetStartTime(uStartTime); SetLogicCount(nLogicCount); m_nMagicID = nMagicID; m_nTargetObjID = nTargetID; m_posTarget = *pTargetPos; m_fTargetDir = fTargetDir; SetCommandID(OBJECT_COMMAND_MAGIC_SEND); return TRUE; }
void FCurveSequence::Resume() { if ( bIsPaused ) { // Make sure the widget that owns the sequence is still valid auto PinnedOwner = OwnerWidget.Pin(); if ( PinnedOwner.IsValid() ) { bIsPaused = false; RegisterActiveTimerIfNeeded( PinnedOwner.ToSharedRef() ); // Update the start time to be the same relative to the current time as it was when paused const double NewStartTime = FSlateApplicationBase::Get().GetCurrentTime() - ( PauseTime - StartTime ); SetStartTime( NewStartTime ); } } }
void FCurveSequence::Reverse( ) { // We've played this far into the animation. const float FractionCompleted = FMath::Clamp(GetSequenceTime() / TotalDuration, 0.0f, 1.0f); // We're going the other way now. bInReverse = !bInReverse; // CurTime is now; we cannot change that, so everything happens relative to CurTime. const double CurTime = FSlateApplicationBase::Get().GetCurrentTime(); // Assume CurTime is constant (now). // Figure out when the animation would need to have started in order to keep // its place if playing in reverse. const double NewStartTime = CurTime - TotalDuration * (1 - FractionCompleted); SetStartTime(NewStartTime); }
void UMovieSceneSection::TrimSection(float TrimTime, bool bTrimLeft) { if (IsTimeWithinSection(TrimTime)) { SetFlags(RF_Transactional); if (TryModify()) { if (bTrimLeft) { SetStartTime(TrimTime); } else { SetEndTime(TrimTime); } } } }
static void ThisAgentInit(EvalContext *ctx) { umask(077); sprintf(VPREFIX, "cf-monitord"); SetReferenceTime(ctx, false); SetStartTime(); signal(SIGINT, HandleSignalsForDaemon); signal(SIGTERM, HandleSignalsForDaemon); signal(SIGHUP, SIG_IGN); signal(SIGPIPE, SIG_IGN); signal(SIGUSR1, HandleSignalsForDaemon); signal(SIGUSR2, HandleSignalsForDaemon); FORGETRATE = 0.6; MonitorInitialize(); }
BOOL CObjectCommand_MagicChannel::Init(UINT uStartTime, INT nLogicCount, INT nMagicID, ObjID_t nTargetID, const WORLD_POS *pTargetPos, FLOAT fTargetDir, UINT uTotalTime) { SetStartTime(uStartTime); SetLogicCount(nLogicCount); m_nMagicID = nMagicID; m_nTargetObjID = nTargetID; m_posTarget = *pTargetPos; m_fTargetDir = fTargetDir; m_uTotalTime = uTotalTime; m_uEndTime = 0; SetCommandID(OBJECT_COMMAND_MAGIC_CHANNEL); return TRUE; }
BOOL CObjectCommand_Move::Init(UINT uStartTime, INT nLogicCount, INT nNodeCount, const WORLD_POS *paposNode) { Assert(m_paposNode == NULL); SetStartTime(uStartTime); SetLogicCount(nLogicCount); m_nNodeCount = nNodeCount; if(m_nNodeCount > 0) { m_paposNode = new WORLD_POS[m_nNodeCount]; memcpy(m_paposNode, paposNode, m_nNodeCount * sizeof(WORLD_POS)); } else { m_paposNode = NULL; } SetCommandID(OBJECT_COMMAND_MOVE); return TRUE; }
/*===================================================================*/ engine::engine(){ net_comm = new MPIComm; mailbox = new MailBox(net_comm); SetStartTime(); initComm(); last_task_handle = 0; term_ok = TERMINATE_INIT; memory_policy = ENGINE_ALLOCATION; runMultiThread=true; dlb.initDLB(); thread_model = 0; task_submission_finished=false; data_memory = NULL; thread_manager = NULL; LOG_INFO(LOG_MULTI_THREAD,"mpi tick :%f\n",MPI_Wtick()); char fn[20]; sprintf(fn,"comm_log_%02d.txt",me); comm_log=fopen(fn,"w"); terminate_barrier = MPI_REQUEST_NULL; user_ctx = NULL; LOG_INFO(LOG_DATA,"Comm Log file : %s opened %p",fn,comm_log); }
// this method is called when no players remains in battleground void BattleGround::Reset() { SetQueueType(MAX_BATTLEGROUND_QUEUES); SetWinner(WINNER_NONE); SetStatus(STATUS_WAIT_QUEUE); SetStartTime(0); SetEndTime(0); SetLastResurrectTime(0); m_Events = 0; if (m_InvitedAlliance > 0 || m_InvitedHorde > 0) sLog.outError("BattleGround system ERROR: bad counter, m_InvitedAlliance: %d, m_InvitedHorde: %d", m_InvitedAlliance, m_InvitedHorde); m_InvitedAlliance = 0; m_InvitedHorde = 0; m_Players.clear(); m_PlayerScores.clear(); // reset BGSubclass this->ResetBGSubclass(); }
OMX_ERRORTYPE Clock::SetConfig( OMX_INDEXTYPE nParamIndex, OMX_PTR pStructure) { OMX_ERRORTYPE ret = OMX_ErrorNone; switch ((int)nParamIndex) { case OMX_IndexConfigTimeScale: ret = SetTimeScale((OMX_TIME_CONFIG_SCALETYPE*)pStructure); break; case OMX_IndexConfigTimeClockState: ret = SetState((OMX_TIME_CONFIG_CLOCKSTATETYPE*)pStructure); break; case OMX_IndexConfigTimeActiveRefClock: ret = SetRefClock((OMX_TIME_CONFIG_ACTIVEREFCLOCKTYPE*)pStructure); break; case OMX_IndexConfigTimeCurrentAudioReference: ret = SetRefTime((OMX_TIME_CONFIG_TIMESTAMPTYPE*)pStructure, OMX_TIME_RefClockAudio); break; case OMX_IndexConfigTimeCurrentVideoReference: ret = SetRefTime((OMX_TIME_CONFIG_TIMESTAMPTYPE*)pStructure, OMX_TIME_RefClockVideo); break; case OMX_IndexConfigTimeMediaTimeRequest: ret = MediaTimeRequest((OMX_TIME_CONFIG_MEDIATIMEREQUESTTYPE*)pStructure); break; case OMX_IndexConfigTimeClientStartTime: ret = SetStartTime((OMX_TIME_CONFIG_TIMESTAMPTYPE*)pStructure); break; case OMX_IndexConfigTimeVideoLate: ret = SetVideoLate((OMX_TIME_CONFIG_TIMEVIDEOLATE*)pStructure); default : ret = OMX_ErrorUnsupportedIndex; break; } return ret; }
void CDmeTimeFrame::SetTimeScale( float flScale, DmeTime_t scaleCenter, bool bChangeDuration ) { #ifdef _DEBUG DmeTime_t preCenterTime = ToChildMediaTime( scaleCenter, false ); #endif float ratio = m_Scale / flScale; int t = scaleCenter.GetTenthsOfMS() - m_Start; if ( bChangeDuration ) { int newDuration = int( m_Duration * ratio ); if ( scaleCenter.GetTenthsOfMS() != m_Start ) { int newStart = int( ( m_Start - scaleCenter.GetTenthsOfMS() ) * ratio + scaleCenter.GetTenthsOfMS() ); SetStartTime( DmeTime_t( newStart ) ); } int newStart = m_Start; int newOffset = int( ( t + m_Offset ) * ratio + newStart - scaleCenter.GetTenthsOfMS() ); SetTimeOffset( DmeTime_t( newOffset ) ); SetDuration( DmeTime_t( newDuration ) ); } else { int newOffset = int( ( t + m_Offset ) * ratio - t ); SetTimeOffset( DmeTime_t( newOffset ) ); } SetTimeScale( flScale ); #ifdef _DEBUG DmeTime_t postCenterTime = ToChildMediaTime( scaleCenter, false ); Assert( abs( preCenterTime - postCenterTime ) <= DMETIME_MINDELTA ); #endif }
void BattleGroundSA::ResetBattle(uint32 winner, Team teamDefending) { Phase = SA_ROUND_TWO; shipsTimer = 60000; shipsStarted = false; for (int32 i = 0; i <= BG_SA_GATE_MAX; ++i) GateStatus[i] = 1; SetStartTime(0); defender = (teamDefending == ALLIANCE) ? HORDE : ALLIANCE; relicGateDestroyed = false; ToggleTimer(); SetupShips(); for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) { if (Player *plr = sObjectMgr.GetPlayer(itr->first)) TeleportPlayerToCorrectLoc(plr, true); } UpdatePhase(); }