Leave one-off timers alone

This commit is contained in:
Headline 2025-09-19 00:37:05 -07:00
parent 11b3a1917e
commit 61025d5ba0
2 changed files with 51 additions and 56 deletions

View File

@ -252,30 +252,13 @@ void TimerSystem::GameFrame(bool simulating)
}
}
void TimerSystem::ProcessTimerType(double curtime, TimerType& timerType, bool isHighSpeed)
void TimerSystem::ProcessRepeatTimers(double curtime, List<ITimer*>& timerList, bool isHighSpeed)
{
ITimer *pTimer;
TimerIter iter;
for (iter=timerType.m_SingleTimers.begin(); iter!=timerType.m_SingleTimers.end(); )
{
pTimer = (*iter);
if (curtime >= pTimer->m_ToExec)
{
pTimer->m_InExec = true;
pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
iter = timerType.m_SingleTimers.erase(iter);
m_FreeTimers.push(pTimer);
}
else
{
break;
}
}
ResultType res;
for (iter=timerType.m_LoopTimers.begin(); iter!=timerType.m_LoopTimers.end(); )
ResultType res;
for (iter=timerList.begin(); iter!=timerList.end(); )
{
pTimer = (*iter);
if (curtime >= pTimer->m_ToExec)
@ -285,7 +268,7 @@ void TimerSystem::ProcessTimerType(double curtime, TimerType& timerType, bool is
if (pTimer->m_KillMe || (res == Pl_Stop))
{
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
iter = timerType.m_LoopTimers.erase(iter);
iter = timerList.erase(iter);
m_FreeTimers.push(pTimer);
continue;
}
@ -300,14 +283,35 @@ void TimerSystem::RunFrame(bool timerThink)
{
const double curtime = GetSimulatedTime();
// Most timers do not need to be updated every frame
//// One-off timers
ITimer *pTimer;
TimerIter iter;
for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); )
{
pTimer = (*iter);
if (curtime >= pTimer->m_ToExec)
{
pTimer->m_InExec = true;
pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
iter = m_SingleTimers.erase(iter);
m_FreeTimers.push(pTimer);
}
else
{
break;
}
}
//// Repeating timers
// Most repeating timers do not need to be updated every frame
if (timerThink)
{
ProcessTimerType(curtime, m_LowSpeedTimers, false);
ProcessRepeatTimers(curtime, m_LowSpeedLoopTimers, false);
}
// High speed timers will always update
ProcessTimerType(curtime, m_HighSpeedTimers, true);
// High speed repeating timers will always update
ProcessRepeatTimers(curtime, m_HighSpeedLoopTimers, true);
}
ITimer *TimerSystem::CreateTimer(ITimedEvent *pCallbacks, float fInterval, void *pData, int flags)
@ -325,34 +329,34 @@ ITimer *TimerSystem::CreateTimer(ITimedEvent *pCallbacks, float fInterval, void
}
pTimer->Initialize(pCallbacks, fInterval, to_exec, pData, flags);
TimerType& timerType = flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedTimers : m_LowSpeedTimers;
if (flags & TIMER_FLAG_REPEAT)
{
timerType.m_LoopTimers.push_back(pTimer);
List<ITimer*> timerList = pTimer->m_Flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedLoopTimers : m_LowSpeedLoopTimers;
timerList.push_back(pTimer);
goto return_timer;
}
if (timerType.m_SingleTimers.size() >= 1)
if (m_SingleTimers.size() >= 1)
{
iter = --timerType.m_SingleTimers.end();
iter = --m_SingleTimers.end();
if ((*iter)->m_ToExec <= to_exec)
{
goto normal_insert_end;
}
}
for (iter=timerType.m_SingleTimers.begin(); iter!=timerType.m_SingleTimers.end(); iter++)
for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); iter++)
{
if ((*iter)->m_ToExec >= to_exec)
{
timerType.m_SingleTimers.insert(iter, pTimer);
m_SingleTimers.insert(iter, pTimer);
goto return_timer;
}
}
normal_insert_end:
timerType.m_SingleTimers.push_back(pTimer);
m_SingleTimers.push_back(pTimer);
return_timer:
return pTimer;
@ -369,12 +373,11 @@ void TimerSystem::FireTimerOnce(ITimer *pTimer, bool delayExec)
pTimer->m_InExec = true;
res = pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
TimerType& timerType = pTimer->m_Flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedTimers : m_LowSpeedTimers;
if (!(pTimer->m_Flags & TIMER_FLAG_REPEAT))
{
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
timerType.m_SingleTimers.remove(pTimer);
m_SingleTimers.remove(pTimer);
m_FreeTimers.push(pTimer);
}
else
@ -388,8 +391,10 @@ void TimerSystem::FireTimerOnce(ITimer *pTimer, bool delayExec)
pTimer->m_InExec = false;
return;
}
List<ITimer*> timerList = pTimer->m_Flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedLoopTimers : m_LowSpeedLoopTimers;
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
timerType.m_LoopTimers.remove(pTimer);
timerList.remove(pTimer);
m_FreeTimers.push(pTimer);
}
}
@ -409,13 +414,13 @@ void TimerSystem::KillTimer(ITimer *pTimer)
pTimer->m_InExec = true; /* The timer is not really executed but this check needs to be done */
pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
TimerType& timerType = pTimer->m_Flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedTimers : m_LowSpeedTimers;
if (pTimer->m_Flags & TIMER_FLAG_REPEAT)
{
timerType.m_LoopTimers.remove(pTimer);
List<ITimer*> timerList = pTimer->m_Flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedLoopTimers : m_LowSpeedLoopTimers;
timerList.remove(pTimer);
} else {
timerType.m_SingleTimers.remove(pTimer);
m_SingleTimers.remove(pTimer);
}
m_FreeTimers.push(pTimer);
@ -424,7 +429,7 @@ void TimerSystem::KillTimer(ITimer *pTimer)
CStack<ITimer *> s_tokill;
void TimerSystem::RemoveMapChangeTimers()
{
auto KillMapchangeTimers = [](TimerList& timerList) {
const auto KillMapchangeTimers = [](List<ITimer*>& timerList) {
for (ITimer* pTimer : timerList)
{
if (pTimer->m_Flags & TIMER_FLAG_NO_MAPCHANGE)
@ -434,11 +439,10 @@ void TimerSystem::RemoveMapChangeTimers()
}
};
KillMapchangeTimers(m_LowSpeedTimers.m_SingleTimers);
KillMapchangeTimers(m_LowSpeedTimers.m_LoopTimers);
KillMapchangeTimers(m_SingleTimers);
KillMapchangeTimers(m_HighSpeedTimers.m_SingleTimers);
KillMapchangeTimers(m_HighSpeedTimers.m_LoopTimers);
KillMapchangeTimers(m_LowSpeedLoopTimers);
KillMapchangeTimers(m_HighSpeedLoopTimers);
while (!s_tokill.empty())
{

View File

@ -57,20 +57,10 @@ public:
bool m_HighSpeed;
};
class TimerList : public List<ITimer*>
{
};
class TimerSystem :
public ITimerSystem,
public SMGlobalClass
{
public:
struct TimerType {
TimerList m_SingleTimers;
TimerList m_LoopTimers;
};
public:
TimerSystem();
~TimerSystem();
@ -94,10 +84,11 @@ public:
void RemoveMapChangeTimers();
void GameFrame(bool simulating);
private:
void ProcessTimerType(double curtime, TimerType& timerType, bool isHighSpeed);
void ProcessRepeatTimers(double curtime, List<ITimer*>& timerList, bool isHighSpeed);
private:
TimerType m_LowSpeedTimers;
TimerType m_HighSpeedTimers;
List<ITimer*> m_SingleTimers;
List<ITimer*> m_LowSpeedLoopTimers;
List<ITimer*> m_HighSpeedLoopTimers;
CStack<ITimer *> m_FreeTimers;
IMapTimer *m_pMapTimer;