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src/include/timers.inc
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src/include/timers.inc
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/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK.
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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: timers.inc 2213 2008-05-29 03:59:00Z dvander $
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*/
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#if defined _timers_included
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#endinput
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#endif
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#define _timers_included
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#include <datapack>
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#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */
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#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */
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#define TIMER_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its value when finished */
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/**
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* Any of the following prototypes will work for a timed function.
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*/
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funcenum Timer
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{
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/**
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* Called when the timer interval has elapsed.
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*
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* @param timer Handle to the timer object.
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* @param hndl Handle passed when the timer was created.
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* @return Plugin_Stop to stop a repeating timer, any other value for
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* default behavior.
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*/
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Action:public(Handle:timer, Handle:hndl),
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/**
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* Called when the timer interval has elapsed.
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*
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* @param timer Handle to the timer object.
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* @param value Value passed when the timer was created.
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* @return Plugin_Stop to stop a repeating timer, any other value for
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* default behavior.
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*/
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Action:public(Handle:timer, any:value),
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/**
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* Called when the timer interval has elapsed.
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*
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* @param timer Handle to the timer object.
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* @return Plugin_Stop to stop a repeating timer, any other value for
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* default behavior.
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*/
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Action:public(Handle:timer),
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};
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/**
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* Creates a basic timer. Calling CloseHandle() on a timer will end the timer.
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*
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* @param interval Interval from the current game time to execute the given function.
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* @param func Function to execute once the given interval has elapsed.
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* @param value Handle or value to give to the timer function.
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* @param flags Flags to set (such as repeatability or auto-Handle closing).
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* @return Handle to the timer object. You do not need to call CloseHandle().
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* If the timer could not be created, INVALID_HANDLE will be returned.
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*/
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native Handle:CreateTimer(Float:interval, Timer:func, any:value=INVALID_HANDLE, flags=0);
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/**
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* Kills a timer. Use this instead of CloseHandle() if you need more options.
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*
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* @param autoClose If autoClose is true, the timer's value will be
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* closed as a handle if TIMER_HNDL_CLOSE was not specified.
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* @noreturn
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*/
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native KillTimer(Handle:timer, bool:autoClose=false);
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/**
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* Manually triggers a timer so its function will be called.
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*
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* @param timer Timer Handle to trigger.
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* @param reset If reset is true, the elapsed time counter is reset
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* so the full interval must pass again.
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* @noreturn
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*/
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native TriggerTimer(Handle:timer, bool:reset=false);
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/**
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* Returns the simulated game time.
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*
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* This time is internally maintained by SourceMod and is based on the game
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* tick count and tick rate. Unlike GetGameTime(), it will increment past
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* map changes and while no players are connected. Unlike GetEngineTime(),
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* it will not increment based on the system clock (i.e. it is still bound
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* to the ticking process).
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*
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* @return Time based on the game tick count.
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*/
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native Float:GetTickedTime();
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/**
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* Returns an estimate of the time left before the map ends. If the server
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* has not processed any frames yet (i.e. no players have joined the map yet),
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* then the time left returned will always be infinite.
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*
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* @param timeleft Variable to store the time, in seconds. If the
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* value is less than 0, the time limit is infinite.
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* @return True if the operation is supported, false otherwise.
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*/
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native bool:GetMapTimeLeft(&timeleft);
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/**
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* Retrieves the current map time limit. If the server has not processed any
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* frames yet (i.e. no players have joined the map yet), then the time limit
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* returned will always be 0.
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*
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* @param time Set to the number of total seconds in the map time
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* limit, or 0 if there is no time limit set.
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* @return True on success, false if operation is not supported.
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*/
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native bool:GetMapTimeLimit(&time);
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/**
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* Extends the map time limit in a way that will notify all plugins.
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*
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* @param time Number of seconds to extend map time limit by.
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* The number can be negative to decrease the time limit.
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* If 0, the map will be set to have no time limit.
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* @return True on success, false if operation is not supported.
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*/
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native bool:ExtendMapTimeLimit(time);
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/**
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* Returns the number of seconds in between game server ticks.
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*
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* Note: A tick, in this context, is a frame.
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*
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* @return Number of seconds in between ticks.
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*/
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native Float:GetTickInterval();
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/**
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* Notification that the map's time left has changed via a change in the time
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* limit or a change in the game rules (such as mp_restartgame). This is useful
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* for plugins trying to create timers based on the time left in the map.
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*
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* Calling ExtendMapTimeLimit() from here, without proper precaution, will
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* cause infinite recursion.
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*
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* If the operation is not supported, this will never be called.
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* If the server has not yet processed any frames (i.e. no players have joined
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* the map yet), then this will be called once the server begins ticking, even
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* if there is no time limit set.
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*/
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forward OnMapTimeLeftChanged();
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/**
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* Returns whether or not the server is processing frames or not.
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*
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* The server does not process frames until at least one client joins the game.
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* Once the first player has in, even if that player, leaves, the server's
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* timers and entities will work.
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*
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* @return True if the server is ticking, false otherwise.
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*/
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native bool:IsServerProcessing();
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/**
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* Creates a timer associated with a new data pack, and returns the datapack.
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* @note The datapack is automatically freed when the timer ends.
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* @note The position of the datapack is not reset or changed for the timer function.
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*
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* @param interval Interval from the current game time to execute the given function.
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* @param func Function to execute once the given interval has elapsed.
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* @param data The newly created datapack is passed though this by-reference parameter.
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* @param flags Timer flags.
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* @return Handle to the timer object. You do not need to call CloseHandle().
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*/
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stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:data, flags=0)
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{
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data = CreateDataPack();
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flags |= TIMER_HNDL_CLOSE;
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return CreateTimer(interval, func, data, flags);
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}
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