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https://gitea.wildfiregames.com/0ad/0ad
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Use objects instead of arrays to achieve more readable code. Use two for-of loops, a continue instead of an if-else pattern and remove an unneeded variable dt. This was SVN commit r18981.
147 lines
3.4 KiB
JavaScript
147 lines
3.4 KiB
JavaScript
function Timer() {}
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Timer.prototype.Schema =
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"<a:component type='system'/><empty/>";
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Timer.prototype.Init = function()
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{
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this.id = 0;
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this.time = 0;
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this.timers = new Map();
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this.turnLength = 0;
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};
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/**
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* Returns time since the start of the game in milliseconds.
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*/
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Timer.prototype.GetTime = function()
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{
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return this.time;
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};
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/**
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* Returns the duration of the latest turn in milliseconds.
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*/
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Timer.prototype.GetLatestTurnLength = function()
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{
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return this.turnLength;
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};
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/**
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* Create a new timer, which will call the 'funcname' method with arguments (data, lateness)
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* on the 'iid' component of the 'ent' entity, after at least 'time' milliseconds.
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* 'lateness' is how late the timer is executed after the specified time (in milliseconds).
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* Returns a non-zero id that can be passed to CancelTimer.
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*/
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Timer.prototype.SetTimeout = function(ent, iid, funcname, time, data)
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{
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let id = ++this.id;
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this.timers.set(id, {
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"entity": ent,
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"iid": iid,
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"functionName": funcname,
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"time": this.time + time,
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"repeatTime": 0,
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"data": data
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});
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return id;
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};
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/**
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* Create a new repeating timer, which will call the 'funcname' method with arguments (data, lateness)
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* on the 'iid' component of the 'ent' entity, after at least 'time' milliseconds
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* and then every 'repeattime' milliseconds thereafter.
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* It will run multiple times per simulation turn if necessary.
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* 'repeattime' must be non-zero.
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* 'lateness' is how late the timer is executed after the specified time (in milliseconds).
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* Returns a non-zero id that can be passed to CancelTimer.
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*/
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Timer.prototype.SetInterval = function(ent, iid, funcname, time, repeattime, data)
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{
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if (typeof repeattime != "number" || !(repeattime > 0))
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error("Invalid repeattime to SetInterval of "+funcname);
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let id = ++this.id;
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this.timers.set(id, {
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"entity": ent,
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"iid": iid,
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"functionName": funcname,
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"time": this.time + time,
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"repeatTime": repeattime,
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"data": data
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});
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return id;
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};
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/**
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* Cancels an existing timer that was created with SetTimeout/SetInterval.
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*/
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Timer.prototype.CancelTimer = function(id)
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{
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this.timers.delete(id);
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};
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Timer.prototype.OnUpdate = function(msg)
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{
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this.turnLength = Math.round(msg.turnLength * 1000);
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this.time += this.turnLength;
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// Collect the timers that need to run
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// (We do this in two stages to avoid deleting from the timer list while
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// we're in the middle of iterating through it)
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let run = [];
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for (let [id, timer] of this.timers)
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if (timer.time <= this.time)
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run.push(id);
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for (let id of run)
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{
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let timer = this.timers.get(id);
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// An earlier timer might have cancelled this one, so skip it
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if (!timer)
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continue;
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// The entity was probably destroyed; clean up the timer
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let cmpTimer = Engine.QueryInterface(timer.entity, timer.iid);
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if (!cmpTimer)
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{
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this.timers.delete(id);
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continue;
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}
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try
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{
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cmpTimer[timer.functionName](timer.data, this.time - timer.time);
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}
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catch (e)
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{
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error(
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"Error in timer on entity " + timer.entity + ", " +
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"IID" + timer.iid + ", " +
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"function " + timer.functionName + ": " +
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e + "\n" +
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// Indent the stack trace
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e.stack.trimRight().replace(/^/mg, ' ') + "\n");
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}
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if (!timer.repeatTime)
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{
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this.timers.delete(id);
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continue;
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}
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timer.time += timer.repeatTime;
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// Add it to the list to get re-executed if it's soon enough
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if (timer.time <= this.time)
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run.push(id);
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}
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};
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Engine.RegisterSystemComponentType(IID_Timer, "Timer", Timer);
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