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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committed by
Patric Stout

parent
730687080a
commit
5e1bcee39b
89
src/timer/timer_game_calendar.cpp
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89
src/timer/timer_game_calendar.cpp
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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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/**
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* @file timer_game_calendar.cpp
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* This file implements the timer logic for the game-calendar-timer.
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*/
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#include "stdafx.h"
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#include "date_func.h"
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#include "openttd.h"
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#include "timer.h"
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#include "timer_game_calendar.h"
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#include "vehicle_base.h"
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#include "linkgraph/linkgraph.h"
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#include "safeguards.h"
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template<>
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void IntervalTimer<TimerGameCalendar>::Elapsed(TimerGameCalendar::TElapsed trigger)
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{
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if (trigger == this->period.trigger) {
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this->callback(1);
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}
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}
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template<>
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void TimeoutTimer<TimerGameCalendar>::Elapsed(TimerGameCalendar::TElapsed trigger)
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{
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if (this->fired) return;
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if (trigger == this->period.trigger) {
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this->callback();
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this->fired = true;
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}
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}
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template<>
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void TimerManager<TimerGameCalendar>::Elapsed(TimerGameCalendar::TElapsed delta)
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{
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assert(delta == 1);
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_tick_counter++;
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if (_game_mode == GM_MENU) return;
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_date_fract++;
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if (_date_fract < DAY_TICKS) return;
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_date_fract = 0;
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/* increase day counter */
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_date++;
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YearMonthDay ymd;
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ConvertDateToYMD(_date, &ymd);
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/* check if we entered a new month? */
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bool new_month = ymd.month != _cur_month;
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/* check if we entered a new year? */
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bool new_year = ymd.year != _cur_year;
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/* update internal variables before calling the daily/monthly/yearly loops */
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_cur_month = ymd.month;
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_cur_year = ymd.year;
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/* Make a temporary copy of the timers, as a timer's callback might add/remove other timers. */
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auto timers = TimerManager<TimerGameCalendar>::GetTimers();
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for (auto timer : timers) {
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timer->Elapsed(TimerGameCalendar::DAY);
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}
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if (new_month) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameCalendar::MONTH);
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}
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}
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if (new_year) {
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for (auto timer : timers) {
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timer->Elapsed(TimerGameCalendar::YEAR);
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}
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}
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}
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