Files
Bubberstation/lua/timer.lua
Y0SH1M4S73R d1ccb530b2 Replaces Auxlua with the byondapi-based Dreamluau (#84810)
## About The Pull Request

Ever since byondapi went stable, I've been meaning to create a
replacement lua library that uses it instead of the auxtools-based
auxlua. After so many months, I've finally got the code just about into
a position where it's ready for a PR.

[Click here](https://hackmd.io/@aloZJicNQrmfYgykhfFwAQ/BySAS18u0) for a
guide to rewriting auxlua scripts for dreamluau syntax.

## Why It's Good For The Game

Code that runs on production servers should not depend on memory hacks
that are liable to break any time Dream Daemon updates.

## Changelog

🆑
admin: Admin lua scripting uses a new library that (probably) will not
break when BYOND updates.
/🆑

## TODO:
- [x] Convert the lua editor ui to TS
- [x] Include a guide for converting scripts from auxlua syntax to
dreamluau syntax
2024-07-28 18:45:49 +00:00

110 lines
2.3 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)
__add_internal_timer(function()
SSlua:queue_resume(state.state, _exec.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