/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see .
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or .
*
* Version: $Id$
*/
#if defined _timers_included
#endinput
#endif
#define _timers_included
#include
#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */
#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */
#define TIMER_HNDL_CLOSE (1<<9) /**< Deprecated define, replaced by below */
#define TIMER_DATA_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its data when finished */
/**
* Any of the following prototypes will work for a timed function.
*/
funcenum Timer
{
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @param hndl Handle passed to CreateTimer() when timer was created.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
Action:public(Handle:timer, Handle:hndl),
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @param data Data passed to CreateTimer() when timer was created.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
Action:public(Handle:timer, any:data),
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
Action:public(Handle:timer),
};
/**
* Creates a basic timer. Calling CloseHandle() on a timer will end the timer.
*
* @param interval Interval from the current game time to execute the given function.
* @param func Function to execute once the given interval has elapsed.
* @param data Handle or value to pass through to the timer callback function.
* @param flags Flags to set (such as repeatability or auto-Handle closing).
* @return Handle to the timer object. You do not need to call CloseHandle().
* If the timer could not be created, INVALID_HANDLE will be returned.
*/
native Handle:CreateTimer(Float:interval, Timer:func, any:data=INVALID_HANDLE, flags=0);
/**
* Kills a timer. Use this instead of CloseHandle() if you need more options.
*
* @param timer Timer Handle to kill.
* @param autoClose If autoClose is true, the data that was passed to CreateTimer() will
* be closed as a handle if TIMER_DATA_HNDL_CLOSE was not specified.
* @noreturn
*/
native KillTimer(Handle:timer, bool:autoClose=false);
/**
* Manually triggers a timer so its function will be called.
*
* @param timer Timer Handle to trigger.
* @param reset If reset is true, the elapsed time counter is reset
* so the full interval must pass again.
* @noreturn
*/
native TriggerTimer(Handle:timer, bool:reset=false);
/**
* Returns the simulated game time.
*
* This time is internally maintained by SourceMod and is based on the game
* tick count and tick rate. Unlike GetGameTime(), it will increment past
* map changes and while no players are connected. Unlike GetEngineTime(),
* it will not increment based on the system clock (i.e. it is still bound
* to the ticking process).
*
* @return Time based on the game tick count.
*/
native Float:GetTickedTime();
/**
* Returns an estimate of the time left before the map ends. If the server
* has not processed any frames yet (i.e. no players have joined the map yet),
* then the time left returned will always be infinite.
*
* @param timeleft Variable to store the time, in seconds. If the
* value is less than 0, the time limit is infinite.
* @return True if the operation is supported, false otherwise.
*/
native bool:GetMapTimeLeft(&timeleft);
/**
* Retrieves the current map time limit. If the server has not processed any
* frames yet (i.e. no players have joined the map yet), then the time limit
* returned will always be 0.
*
* @param time Set to the number of total seconds in the map time
* limit, or 0 if there is no time limit set.
* @return True on success, false if operation is not supported.
*/
native bool:GetMapTimeLimit(&time);
/**
* Extends the map time limit in a way that will notify all plugins.
*
* @param time Number of seconds to extend map time limit by.
* The number can be negative to decrease the time limit.
* If 0, the map will be set to have no time limit.
* @return True on success, false if operation is not supported.
*/
native bool:ExtendMapTimeLimit(time);
/**
* Returns the number of seconds in between game server ticks.
*
* Note: A tick, in this context, is a frame.
*
* @return Number of seconds in between ticks.
*/
native Float:GetTickInterval();
/**
* Notification that the map's time left has changed via a change in the time
* limit or a change in the game rules (such as mp_restartgame). This is useful
* for plugins trying to create timers based on the time left in the map.
*
* Calling ExtendMapTimeLimit() from here, without proper precaution, will
* cause infinite recursion.
*
* If the operation is not supported, this will never be called.
* If the server has not yet processed any frames (i.e. no players have joined
* the map yet), then this will be called once the server begins ticking, even
* if there is no time limit set.
*/
forward OnMapTimeLeftChanged();
/**
* Returns whether or not the server is processing frames or not.
*
* The server does not process frames until at least one client joins the game.
* Once the first player has in, even if that player, leaves, the server's
* timers and entities will work.
*
* @return True if the server is ticking, false otherwise.
*/
native bool:IsServerProcessing();
/**
* Creates a timer associated with a new datapack, and returns the datapack.
* @note The datapack is automatically freed when the timer ends.
* @note The position of the datapack is not reset or changed for the timer function.
*
* @param interval Interval from the current game time to execute the given function.
* @param func Function to execute once the given interval has elapsed.
* @param datapack The newly created datapack is passed though this by-reference
* parameter to the timer callback function.
* @param flags Timer flags.
* @return Handle to the timer object. You do not need to call CloseHandle().
*/
stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:datapack, flags=0)
{
datapack = CreateDataPack();
flags |= TIMER_DATA_HNDL_CLOSE;
return CreateTimer(interval, func, datapack, flags);
}