Codechange: introduce a framework for all our timers
IntervalTimer and TimeoutTimer use RAII, and can be used to replace all the time-based timeouts, lag-detection, "execute every N" we have. As it uses RAII, you can safely use it as static variable, class member, temporary variable, etc. As soon as it goes out-of-scope, it will be safely removed. This allows for much easier to read code when it comes to intervals.
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Patric Stout

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730687080a
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5e1bcee39b
187
src/timer/timer.h
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187
src/timer/timer.h
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD 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.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file timer.h Definition of Interval and OneShot timers */
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#ifndef TIMER_H
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#define TIMER_H
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#include "timer_manager.h"
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#include <functional>
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/**
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* The base where every other type of timer is derived from.
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*
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* Never use this class directly yourself.
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*/
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template <typename TTimerType>
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class BaseTimer {
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public:
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using TPeriod = typename TTimerType::TPeriod;
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using TElapsed = typename TTimerType::TElapsed;
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using TStorage = typename TTimerType::TStorage;
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/**
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* Create a new timer.
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*
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* @param period The period of the timer.
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*/
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NODISCARD BaseTimer(const TPeriod period) :
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period(period)
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{
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TimerManager<TTimerType>::RegisterTimer(*this);
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}
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/**
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* Delete the timer.
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*/
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virtual ~BaseTimer()
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{
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TimerManager<TTimerType>::UnregisterTimer(*this);
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}
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/* Although these variables are public, they are only public to make saveload easier; not for common use. */
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TPeriod period; ///< The period of the timer.
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TStorage storage = {}; ///< The storage of the timer.
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protected:
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/**
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* Called by the timer manager to notify the timer that the given amount of time has elapsed.
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*
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* @param delta Depending on the time type, this is either in milliseconds or in ticks.
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*/
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virtual void Elapsed(TElapsed delta) = 0;
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/* To ensure only TimerManager can access Elapsed. */
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friend class TimerManager<TTimerType>;
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};
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/**
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* An interval timer will fire every interval, and will continue to fire until it is deleted.
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*
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* The callback receives how many times the timer has fired since the last time it fired.
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* It will always try to fire every interval, but in times of severe stress it might be late.
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*
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* Each Timer-type needs to implement the Elapsed() method, and call the callback if needed.
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*
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* Setting the period to zero disables the interval. It can be reenabled at any time by
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* calling SetInterval() with a non-zero period.
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*/
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template <typename TTimerType>
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class IntervalTimer : public BaseTimer<TTimerType> {
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public:
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using TPeriod = typename TTimerType::TPeriod;
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using TElapsed = typename TTimerType::TElapsed;
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/**
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* Create a new interval timer.
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*
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* @param interval The interval between each callback.
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* @param callback The callback to call when the interval has passed.
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*/
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NODISCARD IntervalTimer(const TPeriod interval, std::function<void(uint)> callback) :
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BaseTimer<TTimerType>(interval),
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callback(callback)
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{
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}
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/**
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* Set a new interval for the timer.
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*
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* @param interval The interval between each callback.
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* @param reset Whether to reset the timer to zero.
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*/
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void SetInterval(const TPeriod interval, bool reset = true)
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{
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this->period = interval;
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if (reset) this->storage = {};
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}
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private:
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std::function<void(uint)> callback;
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void Elapsed(TElapsed count) override;
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};
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/**
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* A timeout timer will fire once after the interval. You can reset it to fire again.
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* The timer will never fire before the interval has passed, but in times of severe stress it might be late.
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*/
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template <typename TTimerType>
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class TimeoutTimer : public BaseTimer<TTimerType> {
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public:
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using TPeriod = typename TTimerType::TPeriod;
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using TElapsed = typename TTimerType::TElapsed;
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/**
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* Create a new timeout timer.
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*
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* By default the timeout starts aborted; you will have to call Reset() before it starts.
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*
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* @param timeout The timeout after which the timer will fire.
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* @param callback The callback to call when the timeout has passed.
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* @param start Whether to start the timer immediately. If false, you can call Reset() to start it.
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*/
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NODISCARD TimeoutTimer(const TPeriod timeout, std::function<void()> callback, bool start = false) :
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BaseTimer<TTimerType>(timeout),
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fired(!start),
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callback(callback)
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{
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}
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/**
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* Reset the timer, so it will fire again after the timeout.
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*/
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void Reset()
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{
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this->fired = false;
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this->storage = {};
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}
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/**
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* Reset the timer, so it will fire again after the timeout.
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*
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* @param timeout Set a new timeout for the next trigger.
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*/
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void Reset(const TPeriod timeout)
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{
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this->period = timeout;
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this->fired = false;
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this->storage = {};
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}
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/**
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* Abort the timer so it doesn't fire if it hasn't yet.
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*/
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void Abort()
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{
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this->fired = true;
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}
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/**
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* Check whether the timeout occurred.
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*
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* @return True iff the timeout occurred.
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*/
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bool HasFired() const
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{
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return this->fired;
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}
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/* Although these variables are public, they are only public to make saveload easier; not for common use. */
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bool fired; ///< Whether the timeout has occurred.
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private:
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std::function<void()> callback;
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void Elapsed(TElapsed count) override;
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};
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#endif /* TIMER_H */
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