Files
Bubberstation/lua/timer.lua
Watermelon914 ce23a59c36 Cleans up the SS13_base lua file and adds a new lua file for easily handling multiple signals on different objects. (#82458)
## About The Pull Request
Cleaned up the SS13.register_signal and SS13.unregister_signal, removing
the weird list shifting.
Also adds a new lua file that can be included for the use of registering
different signals on various datums and being able to clear them all in
1 function.
Removed the make_easy_clear_function option when registering a signal
via lua because I don't think it's used by anyone and it lacks any sort
of versatility. Users can just create their own function for clearing
signals from a datum.

Also updates the documentation for HARDDELETES.md as
COMSIG_PARENT_QDELETING was renamed to COMSIG_QDELETING

## Why It's Good For The Game
New handler file makes registering signals in batches a lot easier if
you want to clear them in one go without clearing unrelated callbacks on
the same datum. The list shifting in SS13.register_signal had pretty
significant performance problems, so removing that will make registering
and unregistering signals faster.

## Changelog
🆑
admin: LUA - Adds a new library called handler_group. Include it in your
files by doing require('handler_group')
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2024-04-10 12:10:30 -07:00

112 lines
2.4 KiB
Lua

local state = require("state")
local Timer = {}
local SSlua = dm.global_vars:get_var("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:get_var("time")
}
__Timer_callbacks[tostring(func)] = function()
timer.executing = false
if loop and timer.terminate ~= true then
timer.executeTime = dm.world:get_var("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:set_var("timer_enabled", 1)
__Timer_timer_process = function(seconds_per_tick)
if __Timer_timer_processing then
return 0
end
__Timer_timer_processing = true
local time = dm.world:get_var("time")
for func, timeData in __Timer_timers do
if timeData.executing == true then
continue
end
if over_exec_usage(0.85) then
sleep()
end
if time >= timeData.executeTime then
state.state:get_var("functions_to_execute"):add(func)
timeData.executing = true
end
end
__Timer_timer_processing = false
return 1
end
function Timer.wait(time)
local next_yield_index = __next_yield_index
__add_internal_timer(function()
SSlua:call_proc("queue_resume", state.state, next_yield_index)
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