0ad/source/simulation/Scheduler.h

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// Scheduler.h
//
// Message scheduler
//
#ifndef INCLUDED_SCHEDULER
#define INCLUDED_SCHEDULER
#include <queue>
#include <list>
#include <set>
#include "EntityHandles.h"
#include "ps/Singleton.h"
#include "ps/CStr.h"
#include "scripting/ScriptableObject.h"
class CJSProgressTimer;
// Message, destination and delivery time information.
struct SDispatchObject
{
int id;
int deliveryTime;
bool isRecurrent; int delay;
SDispatchObject( int _id, const int _deliveryTime )
: id(_id), deliveryTime( _deliveryTime ), isRecurrent( false ) {}
SDispatchObject( int _id, const int _deliveryTime, const int _recurrence )
: id(_id), deliveryTime( _deliveryTime ), isRecurrent( true ), delay( _recurrence ) {}
inline bool operator<( const SDispatchObject& compare ) const
{
return( deliveryTime > compare.deliveryTime );
}
};
struct SDispatchObjectScript : public SDispatchObject
{
CStrW script;
JSObject* operateOn;
inline SDispatchObjectScript( int _id, const CStrW& _script,
const int _deliveryTime, JSObject* _operateOn = NULL )
: SDispatchObject( _id, _deliveryTime ), script( _script ), operateOn( _operateOn ) {}
inline SDispatchObjectScript( int _id, const CStrW& _script,
const int _deliveryTime, JSObject* _operateOn, const int recurrence )
: SDispatchObject( _id, _deliveryTime, recurrence ), script( _script ), operateOn( _operateOn ) {}
};
struct SDispatchObjectFunction : public SDispatchObject
{
JSFunction* function;
JSObject* operateOn;
inline SDispatchObjectFunction( int _id, JSFunction* _function,
const int _deliveryTime, JSObject* _operateOn = NULL )
: SDispatchObject( _id, _deliveryTime ), function( _function ), operateOn( _operateOn ) {}
inline SDispatchObjectFunction( int _id, JSFunction* _function,
const int _deliveryTime, JSObject* _operateOn, const int recurrence )
: SDispatchObject( _id, _deliveryTime, recurrence ), function( _function ), operateOn( _operateOn ) {}
};
struct CScheduler : public Singleton<CScheduler>
{
std::priority_queue<SDispatchObjectScript> timeScript, frameScript;
std::priority_queue<SDispatchObjectFunction> timeFunction, frameFunction;
std::list<CJSProgressTimer*> progressTimers;
int m_nextTaskId;
bool m_abortInterval;
STL_HASH_SET<int> tasksToCancel;
CScheduler();
int PushTime( int delay, const CStrW& fragment, JSObject* operateOn = NULL );
int PushFrame( int delay, const CStrW& fragment, JSObject* operateOn = NULL );
int PushInterval( int first, int interval, const CStrW& fragment, JSObject* operateOn = NULL, int id = 0 );
int PushTime( int delay, JSFunction* function, JSObject* operateOn = NULL );
int PushFrame( int delay, JSFunction* function, JSObject* operateOn = NULL );
int PushInterval( int first, int interval, JSFunction* function, JSObject* operateOn = NULL, int id = 0 );
void PushProgressTimer( CJSProgressTimer* progressTimer );
void CancelTask( int id );
void Update(int elapsedSimulationTime);
};
#define g_Scheduler CScheduler::GetSingleton()
class CJSProgressTimer : public CJSObject<CJSProgressTimer>
{
friend struct CScheduler;
double m_Max, m_Current, m_Increment;
JSFunction* m_Callback;
JSObject* m_OperateOn;
CJSProgressTimer( double Max, double Increment, JSFunction* Callback, JSObject* OperateOn );
static JSBool Construct( JSContext* cx, JSObject* obj, uintN argc, jsval* argv, jsval* rval );
public:
static void ScriptingInit();
};
// made visible to main.cpp's Frame() so that it can abort after 100 frames
// if g_FixedFrameTiming == true (allows measuring performance).
extern int frameCount;
extern const int ORDER_DELAY;
#endif