plugins/include/timers.inc
author Kyle Sanderson <kyle.leet@gmail.com>
Mon Aug 12 00:54:21 2013 +0100 (2013-08-12)
changeset 3997 59bcfc51eb79
parent 3967 ceafb87d38a7
permissions -rw-r--r--
Add support for nested datatables. (bug 5446, r=asherkin)
     1 /**
     2  * vim: set ts=4 :
     3  * =============================================================================
     4  * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
     5  * =============================================================================
     6  *
     7  * This file is part of the SourceMod/SourcePawn SDK.
     8  *
     9  * This program is free software; you can redistribute it and/or modify it under
    10  * the terms of the GNU General Public License, version 3.0, as published by the
    11  * Free Software Foundation.
    12  * 
    13  * This program is distributed in the hope that it will be useful, but WITHOUT
    14  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    15  * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
    16  * details.
    17  *
    18  * You should have received a copy of the GNU General Public License along with
    19  * this program.  If not, see <http://www.gnu.org/licenses/>.
    20  *
    21  * As a special exception, AlliedModders LLC gives you permission to link the
    22  * code of this program (as well as its derivative works) to "Half-Life 2," the
    23  * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
    24  * by the Valve Corporation.  You must obey the GNU General Public License in
    25  * all respects for all other code used.  Additionally, AlliedModders LLC grants
    26  * this exception to all derivative works.  AlliedModders LLC defines further
    27  * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
    28  * or <http://www.sourcemod.net/license.php>.
    29  *
    30  * Version: $Id$
    31  */
    32 
    33 #if defined _timers_included
    34  #endinput
    35 #endif
    36 #define _timers_included
    37 
    38 #include <datapack>
    39 
    40 #define TIMER_REPEAT			(1<<0)		/**< Timer will repeat until it returns Plugin_Stop */
    41 #define TIMER_FLAG_NO_MAPCHANGE	(1<<1)		/**< Timer will not carry over mapchanges */
    42 #define TIMER_HNDL_CLOSE		(1<<9)		/**< Deprecated define, replaced by below */
    43 #define TIMER_DATA_HNDL_CLOSE		(1<<9)		/**< Timer will automatically call CloseHandle() on its data when finished */
    44 
    45 /**
    46  * Any of the following prototypes will work for a timed function.
    47  */
    48 funcenum Timer
    49 {
    50 	/**
    51  	 * Called when the timer interval has elapsed.
    52  	 * 
    53  	 * @param timer			Handle to the timer object.
    54  	 * @param hndl			Handle passed to CreateTimer() when timer was created.
    55  	 * @return				Plugin_Stop to stop a repeating timer, any other value for
    56  	 *						default behavior.
    57  	 */
    58 	Action:public(Handle:timer, Handle:hndl),
    59 	
    60 	/**
    61  	 * Called when the timer interval has elapsed.
    62  	 * 
    63  	 * @param timer			Handle to the timer object.
    64  	 * @param data			Data passed to CreateTimer() when timer was created.
    65  	 * @return				Plugin_Stop to stop a repeating timer, any other value for
    66  	 *						default behavior.
    67  	 */
    68 	Action:public(Handle:timer, any:data),
    69 	
    70 	/**
    71  	 * Called when the timer interval has elapsed.
    72  	 * 
    73  	 * @param timer			Handle to the timer object.
    74  	 * @return				Plugin_Stop to stop a repeating timer, any other value for
    75  	 *						default behavior.
    76  	 */
    77 	Action:public(Handle:timer),
    78 };
    79 
    80 /**
    81  * Creates a basic timer.  Calling CloseHandle() on a timer will end the timer.
    82  *
    83  * @param interval			Interval from the current game time to execute the given function.
    84  * @param func				Function to execute once the given interval has elapsed.
    85  * @param data				Handle or value to pass through to the timer callback function.
    86  * @param flags				Flags to set (such as repeatability or auto-Handle closing).
    87  * @return					Handle to the timer object.  You do not need to call CloseHandle().
    88  *							If the timer could not be created, INVALID_HANDLE will be returned.
    89  */
    90 native Handle:CreateTimer(Float:interval, Timer:func, any:data=INVALID_HANDLE, flags=0);
    91 
    92 /**
    93  * Kills a timer.  Use this instead of CloseHandle() if you need more options.
    94  *
    95  * @param timer				Timer Handle to kill.
    96  * @param autoClose			If autoClose is true, the data that was passed to CreateTimer() will
    97  *							be closed as a handle if TIMER_DATA_HNDL_CLOSE was not specified.
    98  * @noreturn
    99  */
   100 native KillTimer(Handle:timer, bool:autoClose=false);
   101 
   102 /**
   103  * Manually triggers a timer so its function will be called.
   104  *
   105  * @param timer				Timer Handle to trigger.
   106  * @param reset				If reset is true, the elapsed time counter is reset
   107  *							so the full interval must pass again.
   108  * @noreturn
   109  */
   110 native TriggerTimer(Handle:timer, bool:reset=false);
   111 
   112 /**
   113  * Returns the simulated game time.  
   114  *
   115  * This time is internally maintained by SourceMod and is based on the game 
   116  * tick count and tick rate.  Unlike GetGameTime(), it will increment past 
   117  * map changes and while no players are connected.  Unlike GetEngineTime(), 
   118  * it will not increment based on the system clock (i.e. it is still bound 
   119  * to the ticking process).
   120  *
   121  * @return					Time based on the game tick count.
   122  */
   123 native Float:GetTickedTime();
   124 
   125 /**
   126  * Returns an estimate of the time left before the map ends.  If the server 
   127  * has not processed any frames yet (i.e. no players have joined the map yet), 
   128  * then the time left returned will always be infinite.
   129  *
   130  * @param timeleft			Variable to store the time, in seconds.  If the 
   131  *							value is less than 0, the time limit is infinite.
   132  * @return					True if the operation is supported, false otherwise.
   133  */
   134 native bool:GetMapTimeLeft(&timeleft);
   135 
   136 /**
   137  * Retrieves the current map time limit.  If the server has not processed any 
   138  * frames yet (i.e. no players have joined the map yet), then the time limit 
   139  * returned will always be 0.
   140  *
   141  * @param time				Set to the number of total seconds in the map time 
   142  *							limit, or 0 if there is no time limit set.
   143  * @return					True on success, false if operation is not supported.
   144  */
   145 native bool:GetMapTimeLimit(&time);
   146 
   147 /**
   148  * Extends the map time limit in a way that will notify all plugins.
   149  *
   150  * @param time				Number of seconds to extend map time limit by.
   151  *							The number can be negative to decrease the time limit.
   152  *							If 0, the map will be set to have no time limit.
   153  * @return					True on success, false if operation is not supported.
   154  */
   155 native bool:ExtendMapTimeLimit(time);
   156 
   157 /**
   158  * Returns the number of seconds in between game server ticks.
   159  *
   160  * Note: A tick, in this context, is a frame.
   161  *
   162  * @return					Number of seconds in between ticks.
   163  */
   164 native Float:GetTickInterval();
   165 
   166 /**
   167  * Notification that the map's time left has changed via a change in the time 
   168  * limit or a change in the game rules (such as mp_restartgame).  This is useful 
   169  * for plugins trying to create timers based on the time left in the map.
   170  *
   171  * Calling ExtendMapTimeLimit() from here, without proper precaution, will 
   172  * cause infinite recursion.
   173  *
   174  * If the operation is not supported, this will never be called.
   175 
   176  * If the server has not yet processed any frames (i.e. no players have joined 
   177  * the map yet), then this will be called once the server begins ticking, even 
   178  * if there is no time limit set.
   179  */
   180 forward OnMapTimeLeftChanged();
   181 
   182 /**
   183  * Returns whether or not the server is processing frames or not.  
   184  *
   185  * The server does not process frames until at least one client joins the game.  
   186  * Once the first player has in, even if that player, leaves, the server's 
   187  * timers and entities will work.
   188  *
   189  * @return					True if the server is ticking, false otherwise.
   190  */
   191 native bool:IsServerProcessing();
   192 
   193 /**
   194  * Creates a timer associated with a new datapack, and returns the datapack.
   195  * @note The datapack is automatically freed when the timer ends.
   196  * @note The position of the datapack is not reset or changed for the timer function.
   197  *
   198  * @param interval			Interval from the current game time to execute the given function.
   199  * @param func				Function to execute once the given interval has elapsed.
   200  * @param datapack			The newly created datapack is passed though this by-reference 
   201  *							parameter to the timer callback function.
   202  * @param flags				Timer flags.
   203  * @return					Handle to the timer object.  You do not need to call CloseHandle().
   204  */
   205 stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:datapack, flags=0)
   206 {
   207 	datapack = CreateDataPack();
   208 	flags |= TIMER_DATA_HNDL_CLOSE;
   209 	return CreateTimer(interval, func, datapack, flags);
   210 }
   211