OpenTTD/src/timer/timer_game_tick.cpp

80 lines
2.2 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/**
* @file timer_game_tick.cpp
* This file implements the timer logic for the tick-based game-timer.
*/
#include "../stdafx.h"
#include "timer.h"
#include "timer_game_tick.h"
#include "../safeguards.h"
TimerGameTick::TickCounter TimerGameTick::counter = 0;
template<>
void IntervalTimer<TimerGameTick>::Elapsed(TimerGameTick::TElapsed delta)
{
if (this->period.value == 0) return;
this->storage.elapsed += delta;
uint count = 0;
while (this->storage.elapsed >= this->period.value) {
this->storage.elapsed -= this->period.value;
count++;
}
if (count > 0) {
this->callback(count);
}
}
template<>
void TimeoutTimer<TimerGameTick>::Elapsed(TimerGameTick::TElapsed delta)
{
if (this->fired) return;
if (this->period.value == 0) return;
this->storage.elapsed += delta;
if (this->storage.elapsed >= this->period.value) {
this->callback();
this->fired = true;
}
}
template<>
bool TimerManager<TimerGameTick>::Elapsed(TimerGameTick::TElapsed delta)
{
TimerGameTick::counter++;
for (auto timer : TimerManager<TimerGameTick>::GetTimers()) {
timer->Elapsed(delta);
}
return true;
}
#ifdef WITH_ASSERT
template<>
void TimerManager<TimerGameTick>::Validate(TimerGameTick::TPeriod period)
{
if (period.priority == TimerGameTick::Priority::NONE) return;
/* Validate we didn't make a developer error and scheduled more than one
* entry on the same priority. There can only be one timer on
* a specific priority, to ensure we are deterministic, and to avoid
* container sort order invariant issues with timer period saveload. */
for (const auto &timer : TimerManager<TimerGameTick>::GetTimers()) {
assert(timer->period.priority != period.priority);
}
}
#endif /* WITH_ASSERT */