Relintais-Enemy-Kooldown-Tr.../lib/AceTimer-3.0/AceTimer-3.0.lua

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--- **AceTimer-3.0** provides a central facility for registering timers.
-- AceTimer supports one-shot timers and repeating timers. All timers are stored in an efficient
-- data structure that allows easy dispatching and fast rescheduling. Timers can be registered, rescheduled
-- or canceled at any time, even from within a running timer, without conflict or large overhead.\\
-- AceTimer is currently limited to firing timers at a frequency of 0.1s. This constant may change
-- in the future, but for now it seemed like a good compromise in efficiency and accuracy.
--
-- All `:Schedule` functions will return a handle to the current timer, which you will need to store if you
-- need to cancel or reschedule the timer you just registered.
--
-- **AceTimer-3.0** can be embeded into your addon, either explicitly by calling AceTimer:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceTimer itself.\\
-- It is recommended to embed AceTimer, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceTimer.
-- @class file
-- @name AceTimer-3.0
-- @release $Id: AceTimer-3.0.lua 895 2009-12-06 16:28:55Z nevcairiel $
--[[
Basic assumptions:
* In a typical system, we do more re-scheduling per second than there are timer pulses per second
* Regardless of timer implementation, we cannot guarantee timely delivery due to FPS restriction (may be as low as 10)
This implementation:
CON: The smallest timer interval is constrained by HZ (currently 1/10s).
PRO: It will still correctly fire any timer slower than HZ over a length of time, e.g. 0.11s interval -> 90 times over 10 seconds
PRO: In lag bursts, the system simly skips missed timer intervals to decrease load
CON: Algorithms depending on a timer firing "N times per minute" will fail
PRO: (Re-)scheduling is O(1) with a VERY small constant. It's a simple linked list insertion in a hash bucket.
CAUTION: The BUCKETS constant constrains how many timers can be efficiently handled. With too many hash collisions, performance will decrease.
Major assumptions upheld:
- ALLOWS scheduling multiple timers with the same funcref/method
- ALLOWS scheduling more timers during OnUpdate processing
- ALLOWS unscheduling ANY timer (including the current running one) at any time, including during OnUpdate processing
]]
local MAJOR, MINOR = "AceTimer-3.0", 5
local AceTimer, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceTimer then return end -- No upgrade needed
AceTimer.hash = AceTimer.hash or {} -- Array of [0..BUCKET-1] = linked list of timers (using .next member)
-- Linked list gets around ACE-88 and ACE-90.
AceTimer.selfs = AceTimer.selfs or {} -- Array of [self]={[handle]=timerobj, [handle2]=timerobj2, ...}
AceTimer.frame = AceTimer.frame or CreateFrame("Frame", "AceTimer30Frame")
-- Lua APIs
local assert, error, loadstring = assert, error, loadstring
local setmetatable, rawset, rawget = setmetatable, rawset, rawget
local select, pairs, type, next, tostring = select, pairs, type, next, tostring
local floor, max, min = math.floor, math.max, math.min
local tconcat = table.concat
-- WoW APIs
local GetTime = GetTime
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: DEFAULT_CHAT_FRAME, geterrorhandler
-- Simple ONE-SHOT timer cache. Much more efficient than a full compost for our purposes.
local timerCache = nil
--[[
Timers will not be fired more often than HZ-1 times per second.
Keep at intended speed PLUS ONE or we get bitten by floating point rounding errors (n.5 + 0.1 can be n.599999)
If this is ever LOWERED, all existing timers need to be enforced to have a delay >= 1/HZ on lib upgrade.
If this number is ever changed, all entries need to be rehashed on lib upgrade.
]]
local HZ = 11
--[[
Prime for good distribution
If this number is ever changed, all entries need to be rehashed on lib upgrade.
]]
local BUCKETS = 131
local hash = AceTimer.hash
for i=1,BUCKETS do
hash[i] = hash[i] or false -- make it an integer-indexed array; it's faster than hashes
end
--[[
xpcall safecall implementation
]]
local xpcall = xpcall
local function errorhandler(err)
return geterrorhandler()(err)
end
local function CreateDispatcher(argCount)
local code = [[
local xpcall, eh = ... -- our arguments are received as unnamed values in "..." since we don't have a proper function declaration
local method, ARGS
local function call() return method(ARGS) end
local function dispatch(func, ...)
method = func
if not method then return end
ARGS = ...
return xpcall(call, eh)
end
return dispatch
]]
local ARGS = {}
for i = 1, argCount do ARGS[i] = "arg"..i end
code = code:gsub("ARGS", tconcat(ARGS, ", "))
return assert(loadstring(code, "safecall Dispatcher["..argCount.."]"))(xpcall, errorhandler)
end
local Dispatchers = setmetatable({}, {
__index=function(self, argCount)
local dispatcher = CreateDispatcher(argCount)
rawset(self, argCount, dispatcher)
return dispatcher
end
})
Dispatchers[0] = function(func)
return xpcall(func, errorhandler)
end
local function safecall(func, ...)
return Dispatchers[select('#', ...)](func, ...)
end
local lastint = floor(GetTime() * HZ)
-- --------------------------------------------------------------------
-- OnUpdate handler
--
-- traverse buckets, always chasing "now", and fire timers that have expired
local function OnUpdate()
local now = GetTime()
local nowint = floor(now * HZ)
-- Have we passed into a new hash bucket?
if nowint == lastint then return end
local soon = now + 1 -- +1 is safe as long as 1 < HZ < BUCKETS/2
-- Pass through each bucket at most once
-- Happens on e.g. instance loads, but COULD happen on high local load situations also
for curint = (max(lastint, nowint - BUCKETS) + 1), nowint do -- loop until we catch up with "now", usually only 1 iteration
local curbucket = (curint % BUCKETS)+1
-- Yank the list of timers out of the bucket and empty it. This allows reinsertion in the currently-processed bucket from callbacks.
local nexttimer = hash[curbucket]
hash[curbucket] = false -- false rather than nil to prevent the array from becoming a hash
while nexttimer do
local timer = nexttimer
nexttimer = timer.next
local when = timer.when
if when < soon then
-- Call the timer func, either as a method on given object, or a straight function ref
local callback = timer.callback
if type(callback) == "string" then
safecall(timer.object[callback], timer.object, timer.arg)
elseif callback then
safecall(callback, timer.arg)
else
-- probably nilled out by CancelTimer
timer.delay = nil -- don't reschedule it
end
local delay = timer.delay -- NOW make a local copy, can't do it earlier in case the timer cancelled itself in the callback
if not delay then
-- single-shot timer (or cancelled)
AceTimer.selfs[timer.object][tostring(timer)] = nil
timerCache = timer
else
-- repeating timer
local newtime = when + delay
if newtime < now then -- Keep lag from making us firing a timer unnecessarily. (Note that this still won't catch too-short-delay timers though.)
newtime = now + delay
end
timer.when = newtime
-- add next timer execution to the correct bucket
local bucket = (floor(newtime * HZ) % BUCKETS) + 1
timer.next = hash[bucket]
hash[bucket] = timer
end
else -- if when>=soon
-- reinsert (yeah, somewhat expensive, but shouldn't be happening too often either due to hash distribution)
timer.next = hash[curbucket]
hash[curbucket] = timer
end -- if when<soon ... else
end -- while nexttimer do
end -- for curint=lastint,nowint
lastint = nowint
end
-- ---------------------------------------------------------------------
-- Reg( callback, delay, arg, repeating )
--
-- callback( function or string ) - direct function ref or method name in our object for the callback
-- delay(int) - delay for the timer
-- arg(variant) - any argument to be passed to the callback function
-- repeating(boolean) - repeating timer, or oneshot
--
-- returns the handle of the timer for later processing (canceling etc)
local function Reg(self, callback, delay, arg, repeating)
if type(callback) ~= "string" and type(callback) ~= "function" then
local error_origin = repeating and "ScheduleRepeatingTimer" or "ScheduleTimer"
error(MAJOR..": " .. error_origin .. "(callback, delay, arg): 'callback' - function or method name expected.", 3)
end
if type(callback) == "string" then
if type(self)~="table" then
local error_origin = repeating and "ScheduleRepeatingTimer" or "ScheduleTimer"
error(MAJOR..": " .. error_origin .. "(\"methodName\", delay, arg): 'self' - must be a table.", 3)
end
if type(self[callback]) ~= "function" then
local error_origin = repeating and "ScheduleRepeatingTimer" or "ScheduleTimer"
error(MAJOR..": " .. error_origin .. "(\"methodName\", delay, arg): 'methodName' - method not found on target object.", 3)
end
end
if delay < (1 / (HZ - 1)) then
delay = 1 / (HZ - 1)
end
-- Create and stuff timer in the correct hash bucket
local now = GetTime()
local timer = timerCache or {} -- Get new timer object (from cache if available)
timerCache = nil
timer.object = self
timer.callback = callback
timer.delay = (repeating and delay)
timer.arg = arg
timer.when = now + delay
local bucket = (floor((now+delay)*HZ) % BUCKETS) + 1
timer.next = hash[bucket]
hash[bucket] = timer
-- Insert timer in our self->handle->timer registry
local handle = tostring(timer)
local selftimers = AceTimer.selfs[self]
if not selftimers then
selftimers = {}
AceTimer.selfs[self] = selftimers
end
selftimers[handle] = timer
selftimers.__ops = (selftimers.__ops or 0) + 1
return handle
end
--- Schedule a new one-shot timer.
-- The timer will fire once in `delay` seconds, unless canceled before.
-- @param callback Callback function for the timer pulse (funcref or method name).
-- @param delay Delay for the timer, in seconds.
-- @param arg An optional argument to be passed to the callback function.
-- @usage
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("TimerTest", "AceTimer-3.0")
--
-- function MyAddon:OnEnable()
-- self:ScheduleTimer("TimerFeedback", 5)
-- end
--
-- function MyAddon:TimerFeedback()
-- print("5 seconds passed")
-- end
function AceTimer:ScheduleTimer(callback, delay, arg)
return Reg(self, callback, delay, arg)
end
--- Schedule a repeating timer.
-- The timer will fire every `delay` seconds, until canceled.
-- @param callback Callback function for the timer pulse (funcref or method name).
-- @param delay Delay for the timer, in seconds.
-- @param arg An optional argument to be passed to the callback function.
-- @usage
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("TimerTest", "AceTimer-3.0")
--
-- function MyAddon:OnEnable()
-- self.timerCount = 0
-- self.testTimer = self:ScheduleRepeatingTimer("TimerFeedback", 5)
-- end
--
-- function MyAddon:TimerFeedback()
-- self.timerCount = self.timerCount + 1
-- print(("%d seconds passed"):format(5 * self.timerCount))
-- -- run 30 seconds in total
-- if self.timerCount == 6 then
-- self:CancelTimer(self.testTimer)
-- end
-- end
function AceTimer:ScheduleRepeatingTimer(callback, delay, arg)
return Reg(self, callback, delay, arg, true)
end
--- Cancels a timer with the given handle, registered by the same addon object as used for `:ScheduleTimer`
-- Both one-shot and repeating timers can be canceled with this function, as long as the `handle` is valid
-- and the timer has not fired yet or was canceled before.
-- @param handle The handle of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer`
-- @param silent If true, no error is raised if the timer handle is invalid (expired or already canceled)
-- @return True if the timer was successfully cancelled.
function AceTimer:CancelTimer(handle, silent)
if not handle then return end -- nil handle -> bail out without erroring
if type(handle) ~= "string" then
error(MAJOR..": CancelTimer(handle): 'handle' - expected a string", 2) -- for now, anyway
end
local selftimers = AceTimer.selfs[self]
local timer = selftimers and selftimers[handle]
if silent then
if timer then
timer.callback = nil -- don't run it again
timer.delay = nil -- if this is the currently-executing one: don't even reschedule
-- The timer object is removed in the OnUpdate loop
end
return not not timer -- might return "true" even if we double-cancel. we'll live.
else
if not timer then
geterrorhandler()(MAJOR..": CancelTimer(handle[, silent]): '"..tostring(handle).."' - no such timer registered")
return false
end
if not timer.callback then
geterrorhandler()(MAJOR..": CancelTimer(handle[, silent]): '"..tostring(handle).."' - timer already cancelled or expired")
return false
end
timer.callback = nil -- don't run it again
timer.delay = nil -- if this is the currently-executing one: don't even reschedule
return true
end
end
--- Cancels all timers registered to the current addon object ('self')
function AceTimer:CancelAllTimers()
if not(type(self) == "string" or type(self) == "table") then
error(MAJOR..": CancelAllTimers(): 'self' - must be a string or a table",2)
end
if self == AceTimer then
error(MAJOR..": CancelAllTimers(): supply a meaningful 'self'", 2)
end
local selftimers = AceTimer.selfs[self]
if selftimers then
for handle,v in pairs(selftimers) do
if type(v) == "table" then -- avoid __ops, etc
AceTimer.CancelTimer(self, handle, true)
end
end
end
end
--- Returns the time left for a timer with the given handle, registered by the current addon object ('self').
-- This function will raise a warning when the handle is invalid, but not stop execution.
-- @param handle The handle of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer`
-- @return The time left on the timer, or false if the handle is invalid.
function AceTimer:TimeLeft(handle)
if not handle then return end
if type(handle) ~= "string" then
error(MAJOR..": TimeLeft(handle): 'handle' - expected a string", 2) -- for now, anyway
end
local selftimers = AceTimer.selfs[self]
local timer = selftimers and selftimers[handle]
if not timer then
geterrorhandler()(MAJOR..": TimeLeft(handle): '"..tostring(handle).."' - no such timer registered")
return false
end
return timer.when - GetTime()
end
-- ---------------------------------------------------------------------
-- PLAYER_REGEN_ENABLED: Run through our .selfs[] array step by step
-- and clean it out - otherwise the table indices can grow indefinitely
-- if an addon starts and stops a lot of timers. AceBucket does this!
--
-- See ACE-94 and tests/AceTimer-3.0-ACE-94.lua
local lastCleaned = nil
local function OnEvent(this, event)
if event~="PLAYER_REGEN_ENABLED" then
return
end
-- Get the next 'self' to process
local selfs = AceTimer.selfs
local self = next(selfs, lastCleaned)
if not self then
self = next(selfs)
end
lastCleaned = self
if not self then -- should only happen if .selfs[] is empty
return
end
-- Time to clean it out?
local list = selfs[self]
if (list.__ops or 0) < 250 then -- 250 slosh indices = ~10KB wasted (max!). For one 'self'.
return
end
-- Create a new table and copy all members over
local newlist = {}
local n=0
for k,v in pairs(list) do
newlist[k] = v
n=n+1
end
newlist.__ops = 0 -- Reset operation count
-- And since we now have a count of the number of live timers, check that it's reasonable. Emit a warning if not.
if n>BUCKETS then
DEFAULT_CHAT_FRAME:AddMessage(MAJOR..": Warning: The addon/module '"..tostring(self).."' has "..n.." live timers. Surely that's not intended?")
end
selfs[self] = newlist
end
-- ---------------------------------------------------------------------
-- Embed handling
AceTimer.embeds = AceTimer.embeds or {}
local mixins = {
"ScheduleTimer", "ScheduleRepeatingTimer",
"CancelTimer", "CancelAllTimers",
"TimeLeft"
}
function AceTimer:Embed(target)
AceTimer.embeds[target] = true
for _,v in pairs(mixins) do
target[v] = AceTimer[v]
end
return target
end
-- AceTimer:OnEmbedDisable( target )
-- target (object) - target object that AceTimer is embedded in.
--
-- cancel all timers registered for the object
function AceTimer:OnEmbedDisable( target )
target:CancelAllTimers()
end
for addon in pairs(AceTimer.embeds) do
AceTimer:Embed(addon)
end
-- ---------------------------------------------------------------------
-- Debug tools (expose copies of internals to test suites)
AceTimer.debug = AceTimer.debug or {}
AceTimer.debug.HZ = HZ
AceTimer.debug.BUCKETS = BUCKETS
-- ---------------------------------------------------------------------
-- Finishing touchups
AceTimer.frame:SetScript("OnUpdate", OnUpdate)
AceTimer.frame:SetScript("OnEvent", OnEvent)
AceTimer.frame:RegisterEvent("PLAYER_REGEN_ENABLED")
-- In theory, we should hide&show the frame based on there being timers or not.
-- However, this job is fairly expensive, and the chance that there will
-- actually be zero timers running is diminuitive to say the lest.