core/TimerSys.h
author David Anderson <dvander@alliedmods.net>
Thu May 13 01:47:12 2010 -0700 (2010-05-13)
changeset 2989 e8b0605226ce
parent 2289 44045ead61cd
child 3872 4c93f74cae51
permissions -rw-r--r--
Move timer natives into logic binary (bug 4402, r=ds).
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/**
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 * vim: set ts=4 :
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 * =============================================================================
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 * SourceMod
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 * Copyright (C) 2004-2008 AlliedModders LLC.  All rights reserved.
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 * =============================================================================
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 *
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 * This program is free software; you can redistribute it and/or modify it under
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 * the terms of the GNU General Public License, version 3.0, as published by the
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 * Free Software Foundation.
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 * 
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 * This program is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
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 * details.
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 *
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 * You should have received a copy of the GNU General Public License along with
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 * this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to link the
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 * code of this program (as well as its derivative works) to "Half-Life 2," the
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 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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 * by the Valve Corporation.  You must obey the GNU General Public License in
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 * all respects for all other code used.  Additionally, AlliedModders LLC grants
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 * this exception to all derivative works.  AlliedModders LLC defines further
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 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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 * or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#ifndef _INCLUDE_SOURCEMOD_CTIMERSYS_H_
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#define _INCLUDE_SOURCEMOD_CTIMERSYS_H_
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#include "ShareSys.h"
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#include <ITimerSystem.h>
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#include <sh_stack.h>
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#include <sh_list.h>
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#include "sourcemm_api.h"
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using namespace SourceHook;
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using namespace SourceMod;
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typedef List<ITimer *> TimerList;
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typedef List<ITimer *>::iterator TimerIter;
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class SourceMod::ITimer
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{
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public:
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	void Initialize(ITimedEvent *pCallbacks, float fInterval, float fToExec, void *pData, int flags);
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	ITimedEvent *m_Listener;
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	void *m_pData;
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	float m_Interval;
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	double m_ToExec;
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	int m_Flags;
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	bool m_InExec;
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	bool m_KillMe;
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};
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class TimerSystem : 
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	public ITimerSystem,
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	public SMGlobalClass
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{
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public:
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	TimerSystem();
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	~TimerSystem();
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public: //SMGlobalClass
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	void OnSourceModAllInitialized();
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	void OnSourceModLevelEnd();
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	void OnSourceModGameInitialized();
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	void OnSourceModShutdown();
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public: //ITimerSystem
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	ITimer *CreateTimer(ITimedEvent *pCallbacks, float fInterval, void *pData, int flags);
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	void KillTimer(ITimer *pTimer);
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	void FireTimerOnce(ITimer *pTimer, bool delayExec=false);
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	void MapTimeLeftChanged();
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	IMapTimer *SetMapTimer(IMapTimer *pTimer);
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	float GetTickedTime();
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	void NotifyOfGameStart(float offset /* = 0.0f */);
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	bool GetMapTimeLeft(float *pTime);
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	IMapTimer *GetMapTimer();
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public:
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	void RunFrame();
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	void RemoveMapChangeTimers();
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	void GameFrame(bool simulating);
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private:
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	List<ITimer *> m_SingleTimers;
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	List<ITimer *> m_LoopTimers;
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	CStack<ITimer *> m_FreeTimers;
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	IMapTimer *m_pMapTimer;
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	/* This is stuff for our manual ticking escapades. */
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	bool m_bHasMapTickedYet;	/** Has the map ticked yet? */
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	bool m_bHasMapSimulatedYet;	/** Has the map simulated yet? */
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	float m_fLastTickedTime;	/** Last time that the game currently gave 
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									us while ticking.
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									*/
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	IForward *m_pOnGameFrame;
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	IForward *m_pOnMapTimeLeftChanged;
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};
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time_t GetAdjustedTime(time_t *buf = NULL);
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extern const double *g_pUniversalTime;
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extern TimerSystem g_Timers;
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extern int g_TimeLeftMode;
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#endif //_INCLUDE_SOURCEMOD_CTIMERSYS_H_
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