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0ad/binaries/data/mods/public/simulation/components/Timer.js

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JavaScript
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function Timer() {}
Timer.prototype.Schema =
"<a:component type='system'/><empty/>";
Timer.prototype.Init = function()
{
this.id = 0;
this.time = 0;
this.timers = {};
};
/**
* Returns time since the start of the game, in integer milliseconds.
*/
Timer.prototype.GetTime = function()
{
return this.time;
}
/**
* Create a new timer, which will call the 'funcname' method with arguments (data, lateness)
* on the 'iid' component of the 'ent' entity, after at least 'time' milliseconds.
* 'lateness' is how late the timer is executed after the specified time (in milliseconds).
* Returns a non-zero id that can be passed to CancelTimer.
*/
Timer.prototype.SetTimeout = function(ent, iid, funcname, time, data)
{
var id = ++this.id;
this.timers[id] = [ent, iid, funcname, this.time + time, 0, data];
return id;
};
/**
* Create a new repeating timer, which will call the 'funcname' method with arguments (data, lateness)
* on the 'iid' component of the 'ent' entity, after at least 'time' milliseconds
* and then every 'repeattime' milliseconds thereafter.
* It will run multiple times per simulation turn if necessary.
* 'repeattime' must be non-zero.
* 'lateness' is how late the timer is executed after the specified time (in milliseconds).
* Returns a non-zero id that can be passed to CancelTimer.
*/
Timer.prototype.SetInterval = function(ent, iid, funcname, time, repeattime, data)
{
if (typeof repeattime != "number" || !(repeattime > 0))
error("Invalid repeattime to SetInterval of "+funcname);
var id = ++this.id;
this.timers[id] = [ent, iid, funcname, this.time + time, repeattime, data];
return id;
};
/**
* Cancels an existing timer that was created with SetTimeout/SetInterval.
*/
Timer.prototype.CancelTimer = function(id)
{
delete this.timers[id];
};
Timer.prototype.OnUpdate = function(msg)
{
var dt = Math.round(msg.turnLength * 1000);
this.time += dt;
// Collect the timers that need to run
// (We do this in two stages to avoid deleting from the timer list while
// we're in the middle of iterating through it)
var run = [];
for (var id in this.timers)
{
if (this.timers[id][3] <= this.time)
run.push(id);
}
for (var i = 0; i < run.length; ++i)
{
var id = run[i];
var t = this.timers[id];
if (!t)
continue; // an earlier timer might have cancelled this one, so skip it
var cmp = Engine.QueryInterface(t[0], t[1]);
if (!cmp)
{
// The entity was probably destroyed; clean up the timer
delete this.timers[id];
continue;
}
try {
var lateness = this.time - t[3];
cmp[t[2]](t[5], lateness);
} catch (e) {
var stack = e.stack.trimRight().replace(/^/mg, ' '); // indent the stack trace
error("Error in timer on entity "+t[0]+", IID "+t[1]+", function "+t[2]+": "+e+"\n"+stack+"\n");
}
// Handle repeating timers
if (t[4])
{
// Add the repeat time to the execution time
t[3] += t[4];
// Add it to the list to get re-executed if it's soon enough
if (t[3] <= this.time)
run.push(id);
}
else
{
// Non-repeating time - delete it
delete this.timers[id];
}
}
}
Engine.RegisterComponentType(IID_Timer, "Timer", Timer);