/
etc/
lib/
src/Abilities/
src/Abilities/Skills/
src/Abilities/Spells/
src/Abilities/Spells/Enums/
src/Affects/
src/ArtheaConsole/
src/ArtheaConsole/Properties/
src/ArtheaGUI/Properties/
src/Clans/Enums/
src/Commands/Communication/
src/Commands/ItemCommands/
src/Connections/
src/Connections/Colors/
src/Connections/Enums/
src/Connections/Players/
src/Connections/Players/Enums/
src/Continents/
src/Continents/Areas/
src/Continents/Areas/Characters/
src/Continents/Areas/Characters/Enums/
src/Continents/Areas/Items/
src/Continents/Areas/Items/Enums/
src/Continents/Areas/Rooms/
src/Continents/Areas/Rooms/Enums/
src/Continents/Areas/Rooms/Exits/
src/Creation/
src/Creation/Attributes/
src/Creation/Interfaces/
src/Database/
src/Database/Interfaces/
src/Environment/
src/Properties/
src/Scripts/Enums/
src/Scripts/Interfaces/
#region Arthea License

/***********************************************************************
*  Arthea MUD by R. Jennings (2007)      http://arthea.googlecode.com/ *
*  By using this code you comply with the Artistic and GPLv2 Licenses. *
***********************************************************************/

#endregion

namespace Arthea.Updates
{
    /// <summary>
    /// Handles the threading of the update methods
    /// </summary>
    public struct UpdateManager
    {
        /// <summary>
        /// How often areas update.
        /// </summary>
        public const int PulseArea = 120*PulseSecond;

        /// <summary>
        /// How often characters update.
        /// </summary>
        public const int PulseCharacters = 40*PulseSecond;

        /// <summary>
        /// How long a round of combat updates.
        /// </summary>
        public const int PulseCombat = 4*PulseSecond;

        /// <summary>
        /// How often items update
        /// </summary>
        public const int PulseItems = 40*PulseSecond;

        /// <summary>
        /// For time based actions.
        /// </summary>
        public const int PulseMinute = 60*PulseSecond;

        /// <summary>
        /// How often mobs wander around.
        /// </summary>
        public const int PulseMobWander = 45*PulseSecond;

        /// <summary>
        /// How many cycles per second.
        /// </summary>
        public const int PulseSecond = 1000;

        private static readonly TimerRegistry reg = new TimerRegistry();

        static UpdateManager()
        {
            reg.AddTimerAction(new MobWanderAction());
            reg.AddTimerAction(new CombatUpdateAction());
            reg.AddTimerAction(new ItemsUpdateAction());
            reg.AddTimerAction(new CharactersUpdateAction());
            reg.AddTimerAction(new AreaUpdateAction());
        }

        /// <summary>
        /// Updates this instance.
        /// </summary>
        public static void Update()
        {
            reg.Run();
        }
    }
}