Files
Bubberstation/lua/timer.lua
Watermelon914 6577c58b94 Fixes lua function SS13.wait. (#85427)
## About The Pull Request
See title. It's broken because it's not resuming the proper yielded
coroutine, it's getting the global next yield index.

## Why It's Good For The Game
Fixes SS13.wait breaking if called more than once.

## Changelog
🆑
fix: Fixes SS13.wait not working when called multiple times before it
finishes waiting.
/🆑

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2024-07-31 18:06:12 +02:00

111 lines
2.4 KiB
Lua

local state = require("state")
local Timer = {}
local SSlua = dm.global_vars.SSlua
__Timer_timers = __Timer_timers or {}
__Timer_callbacks = __Timer_callbacks or {}
function __add_internal_timer(func, time, loop)
local timer = {
loop = loop,
executeTime = time + dm.world.time,
}
__Timer_callbacks[tostring(func)] = function()
timer.executing = false
if loop and timer.terminate ~= true then
timer.executeTime = dm.world.time + time
else
__stop_internal_timer(tostring(func))
end
func()
end
__Timer_timers[tostring(func)] = timer
return tostring(func)
end
function __stop_internal_timer(func)
local timer = __Timer_timers[func]
if timer then
if not timer.executing then
__Timer_timers[func] = nil
__Timer_callbacks[func] = nil
else
timer.terminate = true
end
end
end
__Timer_timer_processing = __Timer_timer_processing or false
state.state.timer_enabled = 1
__Timer_timer_process = function(seconds_per_tick)
if __Timer_timer_processing then
return 0
end
__Timer_timer_processing = true
for func, timeData in __Timer_timers do
if timeData.executing == true then
continue
end
if _exec.time / (dm.world.tick_lag * 100) > 0.85 then
sleep()
end
if dm.world.time >= timeData.executeTime then
list.add(state.state.functions_to_execute, func)
timeData.executing = true
end
end
__Timer_timer_processing = false
return 1
end
function Timer.wait(time)
local yieldIndex = _exec.next_yield_index
__add_internal_timer(function()
SSlua:queue_resume(state.state, yieldIndex)
end, time * 10, false)
coroutine.yield()
end
function Timer.set_timeout(time, func)
Timer.start_loop(time, 1, func)
end
function Timer.start_loop(time, amount, func)
if not amount or amount == 0 then
return
end
if amount == -1 then
return __add_internal_timer(func, time * 10, true)
end
if amount == 1 then
return __add_internal_timer(func, time * 10, false)
end
-- Lua counts from 1 so let's keep consistent with that
local doneAmount = 1
local funcId
local newFunc = function()
func(doneAmount)
doneAmount += 1
if doneAmount > amount then
Timer.end_loop(funcId)
end
end
funcId = __add_internal_timer(newFunc, time * 10, true)
return funcId
end
function Timer.end_loop(id)
__stop_internal_timer(id)
end
function Timer.stop_all_loops()
for id, data in __Timer_timers do
if data.loop then
Timer.end_loop(id)
end
end
end
return Timer