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.
pull/544/head
Patric Stout 1 year ago committed by Patric Stout
parent 730687080a
commit 5e1bcee39b

@ -24,6 +24,7 @@ add_subdirectory(sound)
add_subdirectory(spriteloader)
add_subdirectory(table)
add_subdirectory(tests)
add_subdirectory(timer)
add_subdirectory(video)
add_subdirectory(widgets)

@ -20,6 +20,8 @@
#include "saveload/saveload.h"
#include "newgrf_profiling.h"
#include "widgets/statusbar_widget.h"
#include "timer/timer.h"
#include "timer/timer_game_calendar.h"
#include "safeguards.h"
@ -189,7 +191,7 @@ static const Month _autosave_months[] = {
/**
* Runs various procedures that have to be done yearly
*/
static void OnNewYear()
static IntervalTimer<TimerGameCalendar> _on_new_year({TimerGameCalendar::YEAR, TimerGameCalendar::Priority::NONE}, [](auto)
{
CompaniesYearlyLoop();
VehiclesYearlyLoop();
@ -222,12 +224,12 @@ static void OnNewYear()
}
if (_settings_client.gui.auto_euro) CheckSwitchToEuro();
}
});
/**
* Runs various procedures that have to be done monthly
*/
static void OnNewMonth()
static IntervalTimer<TimerGameCalendar> _on_new_month({TimerGameCalendar::MONTH, TimerGameCalendar::Priority::NONE}, [](auto)
{
if (_settings_client.gui.autosave != 0 && (_cur_month % _autosave_months[_settings_client.gui.autosave]) == 0) {
_do_autosave = true;
@ -242,12 +244,12 @@ static void OnNewMonth()
SubsidyMonthlyLoop();
StationMonthlyLoop();
if (_network_server) NetworkServerMonthlyLoop();
}
});
/**
* Runs various procedures that have to be done daily
*/
static void OnNewDay()
static IntervalTimer<TimerGameCalendar> _on_new_day({TimerGameCalendar::DAY, TimerGameCalendar::Priority::NONE}, [](auto)
{
if (!_newgrf_profilers.empty() && _newgrf_profile_end_date <= _date) {
NewGRFProfiler::FinishAll();
@ -263,45 +265,4 @@ static void OnNewDay()
/* Refresh after possible snowline change */
SetWindowClassesDirty(WC_TOWN_VIEW);
}
/**
* Increases the tick counter, increases date and possibly calls
* procedures that have to be called daily, monthly or yearly.
*/
void IncreaseDate()
{
/* increase day, and check if a new day is there? */
_tick_counter++;
if (_game_mode == GM_MENU) return;
_date_fract++;
if (_date_fract < DAY_TICKS) return;
_date_fract = 0;
/* increase day counter */
_date++;
YearMonthDay ymd;
ConvertDateToYMD(_date, &ymd);
/* check if we entered a new month? */
bool new_month = ymd.month != _cur_month;
/* check if we entered a new year? */
bool new_year = ymd.year != _cur_year;
/* update internal variables before calling the daily/monthly/yearly loops */
_cur_month = ymd.month;
_cur_year = ymd.year;
/* yes, call various daily loops */
OnNewDay();
/* yes, call various monthly loops */
if (new_month) OnNewMonth();
/* yes, call various yearly loops */
if (new_year) OnNewYear();
}
});

@ -68,6 +68,8 @@
#include "industry.h"
#include "network/network_gui.h"
#include "misc_cmd.h"
#include "timer/timer.h"
#include "timer/timer_game_calendar.h"
#include "linkgraph/linkgraphschedule.h"
@ -82,7 +84,6 @@
#endif
void CallLandscapeTick();
void IncreaseDate();
void DoPaletteAnimations();
void MusicLoop();
void ResetMusic();
@ -1408,7 +1409,7 @@ void StateGameLoop()
BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
AnimateAnimatedTiles();
IncreaseDate();
TimerManager<TimerGameCalendar>::Elapsed(1);
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();

@ -155,6 +155,13 @@
# define NOACCESS(args)
#endif
/* [[nodiscard]] on constructors doesn't work in GCC older than 10.1. */
#if __GNUC__ < 10 || (__GNUC__ == 10 && __GNUC_MINOR__ < 1)
# define NODISCARD
#else
# define NODISCARD [[nodiscard]]
#endif
#if defined(__WATCOMC__)
# define NORETURN
# define CDECL

@ -0,0 +1,8 @@
add_files(
timer_game_calendar.cpp
timer_game_calendar.h
timer_window.cpp
timer_window.h
timer_manager.h
timer.h
)

@ -0,0 +1,187 @@
/*
* 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.h Definition of Interval and OneShot timers */
#ifndef TIMER_H
#define TIMER_H
#include "timer_manager.h"
#include <functional>
/**
* The base where every other type of timer is derived from.
*
* Never use this class directly yourself.
*/
template <typename TTimerType>
class BaseTimer {
public:
using TPeriod = typename TTimerType::TPeriod;
using TElapsed = typename TTimerType::TElapsed;
using TStorage = typename TTimerType::TStorage;
/**
* Create a new timer.
*
* @param period The period of the timer.
*/
NODISCARD BaseTimer(const TPeriod period) :
period(period)
{
TimerManager<TTimerType>::RegisterTimer(*this);
}
/**
* Delete the timer.
*/
virtual ~BaseTimer()
{
TimerManager<TTimerType>::UnregisterTimer(*this);
}
/* Although these variables are public, they are only public to make saveload easier; not for common use. */
TPeriod period; ///< The period of the timer.
TStorage storage = {}; ///< The storage of the timer.
protected:
/**
* Called by the timer manager to notify the timer that the given amount of time has elapsed.
*
* @param delta Depending on the time type, this is either in milliseconds or in ticks.
*/
virtual void Elapsed(TElapsed delta) = 0;
/* To ensure only TimerManager can access Elapsed. */
friend class TimerManager<TTimerType>;
};
/**
* An interval timer will fire every interval, and will continue to fire until it is deleted.
*
* The callback receives how many times the timer has fired since the last time it fired.
* It will always try to fire every interval, but in times of severe stress it might be late.
*
* Each Timer-type needs to implement the Elapsed() method, and call the callback if needed.
*
* Setting the period to zero disables the interval. It can be reenabled at any time by
* calling SetInterval() with a non-zero period.
*/
template <typename TTimerType>
class IntervalTimer : public BaseTimer<TTimerType> {
public:
using TPeriod = typename TTimerType::TPeriod;
using TElapsed = typename TTimerType::TElapsed;
/**
* Create a new interval timer.
*
* @param interval The interval between each callback.
* @param callback The callback to call when the interval has passed.
*/
NODISCARD IntervalTimer(const TPeriod interval, std::function<void(uint)> callback) :
BaseTimer<TTimerType>(interval),
callback(callback)
{
}
/**
* Set a new interval for the timer.
*
* @param interval The interval between each callback.
* @param reset Whether to reset the timer to zero.
*/
void SetInterval(const TPeriod interval, bool reset = true)
{
this->period = interval;
if (reset) this->storage = {};
}
private:
std::function<void(uint)> callback;
void Elapsed(TElapsed count) override;
};
/**
* A timeout timer will fire once after the interval. You can reset it to fire again.
* The timer will never fire before the interval has passed, but in times of severe stress it might be late.
*/
template <typename TTimerType>
class TimeoutTimer : public BaseTimer<TTimerType> {
public:
using TPeriod = typename TTimerType::TPeriod;
using TElapsed = typename TTimerType::TElapsed;
/**
* Create a new timeout timer.
*
* By default the timeout starts aborted; you will have to call Reset() before it starts.
*
* @param timeout The timeout after which the timer will fire.
* @param callback The callback to call when the timeout has passed.
* @param start Whether to start the timer immediately. If false, you can call Reset() to start it.
*/
NODISCARD TimeoutTimer(const TPeriod timeout, std::function<void()> callback, bool start = false) :
BaseTimer<TTimerType>(timeout),
fired(!start),
callback(callback)
{
}
/**
* Reset the timer, so it will fire again after the timeout.
*/
void Reset()
{
this->fired = false;
this->storage = {};
}
/**
* Reset the timer, so it will fire again after the timeout.
*
* @param timeout Set a new timeout for the next trigger.
*/
void Reset(const TPeriod timeout)
{
this->period = timeout;
this->fired = false;
this->storage = {};
}
/**
* Abort the timer so it doesn't fire if it hasn't yet.
*/
void Abort()
{
this->fired = true;
}
/**
* Check whether the timeout occurred.
*
* @return True iff the timeout occurred.
*/
bool HasFired() const
{
return this->fired;
}
/* Although these variables are public, they are only public to make saveload easier; not for common use. */
bool fired; ///< Whether the timeout has occurred.
private:
std::function<void()> callback;
void Elapsed(TElapsed count) override;
};
#endif /* TIMER_H */

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

@ -0,0 +1,76 @@
/*
* 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_calendar.h Definition of the game-calendar-timer */
#ifndef TIMER_GAME_CALENDAR_H
#define TIMER_GAME_CALENDAR_H
/**
* Timer that is increased every 27ms, and counts towards ticks / days / months / years.
*
* The amount of days in a month depends on the month and year (leap-years).
* There are always 74 ticks in a day (and with 27ms, this makes 1 day 1.998 seconds).
*
* IntervalTimer and TimeoutTimer based on this Timer are a bit unusual, as their count is always one.
* You create those timers based on a transition: a new day, a new month or a new year.
*
* Additionally, you need to set a priority. To ensure deterministic behaviour, events are executed
* in priority. It is important that if you assign NONE, you do not use Random() in your callback.
* Other than that, make sure you only set one callback per priority.
*
* For example:
* IntervalTimer<TimerGameCalendar>({TimerGameCalendar::DAY, TimerGameCalendar::Priority::NONE}, [](uint count){});
*
*/
class TimerGameCalendar {
public:
enum Trigger {
DAY,
MONTH,
YEAR,
};
enum Priority {
NONE, ///< These timers can be executed in any order; there is no Random() in them, so order is not relevant.
/* All other may have a Random() call in them, so order is important.
* For safety, you can only setup a single timer on a single priority. */
AUTOSAVE,
COMPANY,
DISASTER,
ENGINE,
INDUSTRY,
STATION,
SUBSIDY,
TOWN,
VEHICLE,
};
struct TPeriod {
Trigger trigger;
Priority priority;
TPeriod(Trigger trigger, Priority priority) : trigger(trigger), priority(priority) {}
bool operator < (const TPeriod &other) const
{
if (this->trigger != other.trigger) return this->trigger < other.trigger;
return this->priority < other.priority;
}
bool operator == (const TPeriod &other) const
{
return this->trigger == other.trigger && this->priority == other.priority;
}
};
using TElapsed = uint;
struct TStorage {
};
};
#endif /* TIMER_GAME_CALENDAR_H */

@ -0,0 +1,86 @@
/*
* 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_manager.h Definition of the TimerManager */
/** @note don't include this file; include "timer.h". */
#ifndef TIMER_MANAGER_H
#define TIMER_MANAGER_H
#include "stdafx.h"
#include <set>
template <typename TTimerType>
class BaseTimer;
/**
* The TimerManager manages a single Timer-type.
*
* It allows for automatic registration and unregistration of timers like Interval and OneShot.
*
* Each Timer-type needs to implement the Elapsed() method, and distribute that to the timers if needed.
*/
template <typename TTimerType>
class TimerManager {
public:
using TElapsed = typename TTimerType::TElapsed;
/* Avoid copying this object; it is a singleton object. */
TimerManager(TimerManager const &) = delete;
TimerManager &operator=(TimerManager const &) = delete;
/**
* Register a timer.
*
* @param timer The timer to register.
*/
static void RegisterTimer(BaseTimer<TTimerType> &timer) {
GetTimers().insert(&timer);
}
/**
* Unregister a timer.
*
* @param timer The timer to unregister.
*/
static void UnregisterTimer(BaseTimer<TTimerType> &timer) {
GetTimers().erase(&timer);
}
/**
* Called when time for this timer elapsed.
*
* The implementation per type is different, but they all share a similar goal:
* Call the Elapsed() method of all active timers.
*
* @param value The amount of time that has elapsed.
*/
static void Elapsed(TElapsed value);
private:
/**
* Sorter for timers.
*
* It will sort based on the period, smaller first. If the period is the
* same, it will sort based on the pointer value.
*/
struct base_timer_sorter {
bool operator() (BaseTimer<TTimerType> *a, BaseTimer<TTimerType> *b) const {
if (a->period == b->period) return a < b;
return a->period < b->period;
}
};
/** Singleton list, to store all the active timers. */
static std::set<BaseTimer<TTimerType> *, base_timer_sorter> &GetTimers() {
static std::set<BaseTimer<TTimerType> *, base_timer_sorter> timers;
return timers;
}
};
#endif /* TIMER_MANAGER_H */

@ -0,0 +1,60 @@
/*
* 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_window.cpp
* This file implements the timer logic for the Window system.
*/
#include "stdafx.h"
#include "timer.h"
#include "timer_window.h"
#include "safeguards.h"
template<>
void IntervalTimer<TimerWindow>::Elapsed(TimerWindow::TElapsed delta)
{
if (this->period == std::chrono::milliseconds::zero()) return;
this->storage.elapsed += delta;
uint count = 0;
while (this->storage.elapsed >= this->period) {
this->storage.elapsed -= this->period;
count++;
}
if (count > 0) {
this->callback(count);
}
}
template<>
void TimeoutTimer<TimerWindow>::Elapsed(TimerWindow::TElapsed delta)
{
if (this->fired) return;
if (this->period == std::chrono::milliseconds::zero()) return;
this->storage.elapsed += delta;
if (this->storage.elapsed >= this->period) {
this->callback();
this->fired = true;
}
}
template<>
void TimerManager<TimerWindow>::Elapsed(TimerWindow::TElapsed delta)
{
/* Make a temporary copy of the timers, as a timer's callback might add/remove other timers. */
auto timers = TimerManager<TimerWindow>::GetTimers();
for (auto timer : timers) {
timer->Elapsed(delta);
}
}

@ -0,0 +1,35 @@
/*
* 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_window.h Definition of the Window system */
#ifndef TIMER_WINDOW_H
#define TIMER_WINDOW_H
#include <chrono>
/**
* Timer that represents the real time, usable for the Window system.
*
* This can be used to create intervals based on milliseconds, seconds, etc.
* Mostly used for animation, scrolling, etc.
*
* Please be mindful that the order in which timers are called is not guaranteed.
*
* @note The lowest possible interval is 1ms.
* @note These timers can only be used in the Window system.
*/
class TimerWindow {
public:
using TPeriod = std::chrono::milliseconds;
using TElapsed = std::chrono::milliseconds;
struct TStorage {
std::chrono::milliseconds elapsed;
};
};
#endif /* TIMER_WINDOW_H */

@ -39,6 +39,8 @@
#include "network/network_func.h"
#include "guitimer_func.h"
#include "news_func.h"
#include "timer/timer.h"
#include "timer/timer_window.h"
#include "safeguards.h"
@ -3076,6 +3078,34 @@ void CallWindowRealtimeTickEvent(uint delta_ms)
}
}
/** Update various of window-related information on a regular interval. */
static IntervalTimer<TimerWindow> window_interval(std::chrono::milliseconds(30), [](auto) {
extern int _caret_timer;
_caret_timer += 3;
CursorTick();
HandleKeyScrolling();
HandleAutoscroll();
DecreaseWindowCounters();
});
/** Blink the window highlight colour constantly. */
static IntervalTimer<TimerWindow> highlight_interval(std::chrono::milliseconds(450), [](auto) {
_window_highlight_colour = !_window_highlight_colour;
});
/** Blink all windows marked with a white border. */
static IntervalTimer<TimerWindow> white_border_interval(std::chrono::milliseconds(30), [](auto) {
if (_network_dedicated) return;
for (Window *w : Window::Iterate()) {
if ((w->flags & WF_WHITE_BORDER) && --w->white_border_timer == 0) {
CLRBITS(w->flags, WF_WHITE_BORDER);
w->SetDirty();
}
}
});
/**
* Update the continuously changing contents of the windows, such as the viewports
*/
@ -3093,56 +3123,21 @@ void UpdateWindows()
ProcessPendingPerformanceMeasurements();
TimerManager<TimerWindow>::Elapsed(std::chrono::milliseconds(delta_ms));
CallWindowRealtimeTickEvent(delta_ms);
static GUITimer network_message_timer = GUITimer(1);
if (network_message_timer.Elapsed(delta_ms)) {
network_message_timer.SetInterval(1000);
NetworkChatMessageLoop();
}
/* Process invalidations before anything else. */
for (Window *w : Window::Iterate()) {
w->ProcessScheduledInvalidations();
w->ProcessHighlightedInvalidations();
}
static GUITimer window_timer = GUITimer(1);
if (window_timer.Elapsed(delta_ms)) {
if (_network_dedicated) window_timer.SetInterval(MILLISECONDS_PER_TICK);
extern int _caret_timer;
_caret_timer += 3;
CursorTick();
HandleKeyScrolling();
HandleAutoscroll();
DecreaseWindowCounters();
}
static GUITimer highlight_timer = GUITimer(1);
if (highlight_timer.Elapsed(delta_ms)) {
highlight_timer.SetInterval(450);
_window_highlight_colour = !_window_highlight_colour;
}
if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects(delta_ms);
/* Skip the actual drawing on dedicated servers without screen.
* But still empty the invalidation queues above. */
if (_network_dedicated) return;
if (window_timer.HasElapsed()) {
window_timer.SetInterval(MILLISECONDS_PER_TICK);
for (Window *w : Window::Iterate()) {
if ((w->flags & WF_WHITE_BORDER) && --w->white_border_timer == 0) {
CLRBITS(w->flags, WF_WHITE_BORDER);
w->SetDirty();
}
}
}
DrawDirtyBlocks();
for (Window *w : Window::Iterate()) {

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