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authorAuke Kok <sofar@foo-projects.org>2016-01-21 01:07:38 -0800
committerShadowNinja <shadowninja@minetest.net>2016-01-29 01:04:51 -0500
commitad884f23d4e73d38ce0f529de49591dd66cee44d (patch)
tree5c596b41f2d8edd006af13d0cf2552767fb466c1 /builtin/game/misc.lua
parent4ac1e9bccbd0222ab779b3fc4d2144d60e1f2b49 (diff)
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New timer design.
I could honestly not make much sense of the timer implementation that was here. Instead I've implemented the type of timer algorithm that I've used before, and tested it instead. The concept is extremely simple: all timers are put in an ordered list. We check every server tick if any of the timers have elapsed, and execute the function associated with this timer. We know that many timers by themselves cause new timers to be added to this list, so we iterate *backwards* over the timer list. This means that new timers being added while timers are being executed, can never be executed in the same function pass, as they are always appended to the table *after* the end of the table, which we will never reach in the current pass over all the table elements. We switch time keeping to minetest.get_us_time(). dtime is likely unreliable and we have our own high-res timer that we can fix if it is indeed broken. This removes the need to do any sort of time keeping.
Diffstat (limited to 'builtin/game/misc.lua')
-rw-r--r--builtin/game/misc.lua90
1 files changed, 32 insertions, 58 deletions
diff --git a/builtin/game/misc.lua b/builtin/game/misc.lua
index efd0f8dc7..bacadf18f 100644
--- a/builtin/game/misc.lua
+++ b/builtin/game/misc.lua
@@ -4,74 +4,48 @@
-- Misc. API functions
--
-local timers = {}
-local mintime
-local function update_timers(delay)
- mintime = false
- local sub = 0
- for index = 1, #timers do
- index = index - sub
- local timer = timers[index]
- timer.time = timer.time - delay
- if timer.time <= 0 then
- core.set_last_run_mod(timer.mod_origin)
- timer.func(unpack(timer.args or {}))
- table.remove(timers, index)
- sub = sub + 1
- elseif mintime then
- mintime = math.min(mintime, timer.time)
- else
- mintime = timer.time
- end
- end
-end
+local jobs = {}
+local time = 0.0
+local last = 0.0
-local timers_to_add
-local function add_timers()
- for _, timer in ipairs(timers_to_add) do
- table.insert(timers, timer)
+core.register_globalstep(function(dtime)
+ local new = core.get_us_time() / 1000000
+ if new > last then
+ time = time + (new - last)
+ else
+ -- Overflow, we may lose a little bit of time here but
+ -- only 1 tick max, potentially running timers slightly
+ -- too early.
+ time = time + new
end
- timers_to_add = false
-end
+ last = new
-local delay = 0
-core.register_globalstep(function(dtime)
- if not mintime then
- -- abort if no timers are running
+ if #jobs < 1 then
return
end
- if timers_to_add then
- add_timers()
- end
- delay = delay + dtime
- if delay < mintime then
- return
+
+ -- Iterate backwards so that we miss any new timers added by
+ -- a timer callback, and so that we don't skip the next timer
+ -- in the list if we remove one.
+ for i = #jobs, 1, -1 do
+ local job = jobs[i]
+ if time >= job.expire then
+ core.set_last_run_mod(job.mod_origin)
+ job.func(unpack(job.arg))
+ table.remove(jobs, i)
+ end
end
- update_timers(delay)
- delay = 0
end)
-function core.after(time, func, ...)
+function core.after(after, func, ...)
assert(tonumber(time) and type(func) == "function",
"Invalid core.after invocation")
- if not mintime then
- mintime = time
- timers_to_add = {{
- time = time+delay,
- func = func,
- args = {...},
- mod_origin = core.get_last_run_mod(),
- }}
- return
- end
- mintime = math.min(mintime, time)
- timers_to_add = timers_to_add or {}
- timers_to_add[#timers_to_add+1] = {
- time = time+delay,
- func = func,
- args = {...},
- mod_origin = core.get_last_run_mod(),
- }
+ table.insert(jobs, {
+ func = func,
+ expire = time + after,
+ arg = {...},
+ mod_origin = core.get_last_run_mod()
+ })
end
function core.check_player_privs(player_or_name, ...)