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			104 lines
		
	
	
	
		
			4.3 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			104 lines
		
	
	
	
		
			4.3 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| ---
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| -- `openmw_aux.time` defines utility functions for timers.
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| -- Implementation can be found in `resources/vfs/openmw_aux/time.lua`.
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| -- @module time
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| -- @usage local time = require('openmw_aux.time')
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| 
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| local time = {
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|     second = 1,
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|     minute = 60,
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|     hour = 3600,
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|     day = 3600 * 24,
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|     GameTime = 'GameTime',
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|     SimulationTime = 'SimulationTime',
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| }
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| 
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| ---
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| -- Alias of async:registerTimerCallback ; register a function as a timer callback.
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| -- @function [parent=#time] registerTimerCallback
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| -- @param #string name
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| -- @param #function func
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| -- @return openmw.async#TimerCallback
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| function time.registerTimerCallback(name, fn)
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|     local async = require('openmw.async')
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|     return async:registerTimerCallback(name, fn)
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| end
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| 
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| ---
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| -- Alias of async:newSimulationTimer ; call callback(arg) in `delay` game seconds.
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| -- Callback must be registered in advance.
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| -- @function [parent=#time] newGameTimer
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| -- @param #number delay
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| -- @param openmw.async#TimerCallback callback A callback returned by `registerTimerCallback`
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| -- @param arg An argument for `callback`; can be `nil`.
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| function time.newGameTimer(delay, callback, callbackArg)
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|     local async = require('openmw.async')
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|     return async:newGameTimer(delay, callback, callbackArg)
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| end
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| 
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| ---
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| -- Alias of async:newSimulationTimer ; call callback(arg) in `delay` simulation seconds.
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| -- Callback must be registered in advance.
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| -- @function [parent=#time] newSimulationTimer
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| -- @param #number delay
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| -- @param openmw.async#TimerCallback callback A callback returned by `registerTimerCallback`
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| -- @param arg An argument for `callback`; can be `nil`.
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| function time.newSimulationTimer(delay, callback, callbackArg)
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|     local async = require('openmw.async')
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|     return async:newSimulationTimer(delay, callback, callbackArg)
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| end
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| 
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| ---
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| -- Run given function repeatedly.
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| -- Note that loading a save stops the evaluation. If it should work always, call it during initialization of the script (i.e. not in a handler)
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| -- @function [parent=#time] runRepeatedly
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| -- @param #function fn the function that should be called
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| -- @param #number period interval
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| -- @param #table options additional options `initialDelay` and `type`.
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| -- `initialDelay` - delay before the first call. If missed then the delay is a random number in range [0, N]. Randomization is used for performance reasons -- to prevent all scripts from doing time consuming operations at the same time.
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| -- `type` - either `time.SimulationTime` (by default, timer uses simulation time) or `time.GameTime` (timer uses game time).
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| -- @return #function a function without arguments that can be used to stop the periodical evaluation.
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| -- @usage
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| -- local stopFn = time.runRepeatedly(function() print('Test') end,
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| --                                   5 * time.second)  -- print 'Test' every 5 seconds
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| -- stopFn()  -- stop printing 'Test'
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| -- time.runRepeatedly(  -- print 'Test' every 5 minutes with initial 30 second delay
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| --     function() print('Test2') end, 5 * time.minute,
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| --     { initialDelay = 30 * time.second })
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| -- @usage
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| -- local timeBeforeMidnight = time.day - core.getGameTime() % time.day
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| -- time.runRepeatedly(doSomething, time.day, {
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| --     initialDelay = timeBeforeMidnight,
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| --     type = time.GameTime,
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| -- })  -- call `doSomething` at the end of every game day.
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| function time.runRepeatedly(fn, period, options)
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|     if period <= 0 then
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|         error('Period must be positive. If you want it to be as small '..
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|               'as possible, use the engine handler `onUpdate` instead', 2)
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|     end
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|     local async = require('openmw.async')
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|     local core = require('openmw.core')
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|     local initialDelay = (options and options.initialDelay) or math.random() * period
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|     local getTimeFn, newTimerFn
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|     if (options and options.type) == time.GameTime then
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|         getTimeFn = core.getGameTime
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|         newTimerFn = async.newUnsavableGameTimer
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|     else
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|         getTimeFn = core.getSimulationTime
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|         newTimerFn = async.newUnsavableSimulationTimer
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|     end
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|     local baseTime = getTimeFn() + initialDelay
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|     local breakFlag = false
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|     local wrappedFn
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|     wrappedFn = function()
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|         if breakFlag then return end
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|         fn()
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|         local nextDelay = 1.5 * period - math.fmod(getTimeFn() - baseTime + period / 2, period)
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|         newTimerFn(async, nextDelay, wrappedFn)
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|     end
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|     newTimerFn(async, initialDelay, wrappedFn)
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|     return function() breakFlag = true end
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| end
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| 
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| return time
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| 
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