From 14c20fbd6280b8f6e21f651d2855c3067e8e6fce Mon Sep 17 00:00:00 2001 From: David Markowitz <39972741+EmosewaMC@users.noreply.github.com> Date: Sat, 6 Jan 2024 01:45:23 -0800 Subject: [PATCH] change timers to not use ptrs (#1399) add comments as to why logic may seem confusing. --- dGame/Entity.cpp | 97 +++++++++++++-------------- dGame/Entity.h | 9 ++- dGame/dEntity/EntityCallbackTimer.cpp | 14 +--- dGame/dEntity/EntityCallbackTimer.h | 8 +-- dGame/dEntity/EntityTimer.cpp | 6 +- dGame/dEntity/EntityTimer.h | 11 ++- 6 files changed, 67 insertions(+), 78 deletions(-) diff --git a/dGame/Entity.cpp b/dGame/Entity.cpp index aaa01e97..347b4caa 100644 --- a/dGame/Entity.cpp +++ b/dGame/Entity.cpp @@ -1222,39 +1222,56 @@ void Entity::UpdateXMLDoc(tinyxml2::XMLDocument* doc) { void Entity::Update(const float deltaTime) { uint32_t timerPosition; - timerPosition = 0; - while (timerPosition < m_Timers.size()) { - m_Timers[timerPosition]->Update(deltaTime); - if (m_Timers[timerPosition]->GetTime() <= 0) { - const auto timerName = m_Timers[timerPosition]->GetName(); - - delete m_Timers[timerPosition]; + for (timerPosition = 0; timerPosition < m_Timers.size();) { + auto& timer = m_Timers[timerPosition]; + timer.Update(deltaTime); + // If the timer is expired, erase it and dont increment the position because the next timer will be at the same position. + // Before: [0, 1, 2, 3, ..., n] + // timerPosition ^ + // After: [0, 1, 3, ..., n] + // timerPosition ^ + if (timer.GetTime() <= 0) { + // Remove the timer from the list of timers first so that scripts and events can remove timers without causing iterator invalidation + auto timerName = timer.GetName(); m_Timers.erase(m_Timers.begin() + timerPosition); - for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) { script->OnTimerDone(this, timerName); } + TriggerEvent(eTriggerEventType::TIMER_DONE, this); + } else { + // If the timer isnt expired, go to the next timer. + timerPosition++; + } + } + + for (timerPosition = 0; timerPosition < m_CallbackTimers.size(); ) { + // If the timer is expired, erase it and dont increment the position because the next timer will be at the same position. + // Before: [0, 1, 2, 3, ..., n] + // timerPosition ^ + // After: [0, 1, 3, ..., n] + // timerPosition ^ + auto& callbackTimer = m_CallbackTimers[timerPosition]; + callbackTimer.Update(deltaTime); + if (callbackTimer.GetTime() <= 0) { + // Remove the timer from the list of timers first so that callbacks can remove timers without causing iterator invalidation + auto callback = callbackTimer.GetCallback(); + m_CallbackTimers.erase(m_CallbackTimers.begin() + timerPosition); + callback(); } else { timerPosition++; } } - for (int i = 0; i < m_CallbackTimers.size(); i++) { - m_CallbackTimers[i]->Update(deltaTime); - if (m_CallbackTimers[i]->GetTime() <= 0) { - m_CallbackTimers[i]->GetCallback()(); - delete m_CallbackTimers[i]; - m_CallbackTimers.erase(m_CallbackTimers.begin() + i); - } + // Add pending timers to the list of timers so they start next tick. + if (!m_PendingTimers.empty()) { + m_Timers.insert(m_Timers.end(), m_PendingTimers.begin(), m_PendingTimers.end()); + m_PendingTimers.clear(); } - // Add pending timers to the list of timers so they start next tick. - if (m_PendingTimers.size() > 0) { - for (auto namedTimer : m_PendingTimers) { - m_Timers.push_back(namedTimer); - } - m_PendingTimers.clear(); + if (!m_PendingCallbackTimers.empty()) { + m_CallbackTimers.insert(m_CallbackTimers.end(), m_PendingCallbackTimers.begin(), m_PendingCallbackTimers.end()); + m_PendingCallbackTimers.clear(); } if (IsSleeping()) { @@ -1692,31 +1709,20 @@ void Entity::RemoveParent() { } void Entity::AddTimer(std::string name, float time) { - EntityTimer* timer = new EntityTimer(name, time); - m_PendingTimers.push_back(timer); + m_PendingTimers.emplace_back(name, time); } void Entity::AddCallbackTimer(float time, std::function callback) { - EntityCallbackTimer* timer = new EntityCallbackTimer(time, callback); - m_CallbackTimers.push_back(timer); + m_PendingCallbackTimers.emplace_back(time, callback); } bool Entity::HasTimer(const std::string& name) { - for (auto* timer : m_Timers) { - if (timer->GetName() == name) { - return true; - } - } - - return false; + return std::find(m_Timers.begin(), m_Timers.end(), name) != m_Timers.end(); } void Entity::CancelCallbackTimers() { - for (auto* callback : m_CallbackTimers) { - delete callback; - } - m_CallbackTimers.clear(); + m_PendingCallbackTimers.clear(); } void Entity::ScheduleKillAfterUpdate(Entity* murderer) { @@ -1728,8 +1734,8 @@ void Entity::ScheduleKillAfterUpdate(Entity* murderer) { void Entity::CancelTimer(const std::string& name) { for (int i = 0; i < m_Timers.size(); i++) { - if (m_Timers[i]->GetName() == name) { - delete m_Timers[i]; + auto& timer = m_Timers[i]; + if (timer == name) { m_Timers.erase(m_Timers.begin() + i); return; } @@ -1737,21 +1743,10 @@ void Entity::CancelTimer(const std::string& name) { } void Entity::CancelAllTimers() { - /*for (auto timer : m_Timers) { - if (timer) delete timer; - }*/ - - for (auto* timer : m_Timers) { - delete timer; - } - m_Timers.clear(); - - for (auto* callBackTimer : m_CallbackTimers) { - delete callBackTimer; - } - + m_PendingTimers.clear(); m_CallbackTimers.clear(); + m_PendingCallbackTimers.clear(); } bool Entity::IsPlayer() const { diff --git a/dGame/Entity.h b/dGame/Entity.h index 77d77b16..83e8dc3f 100644 --- a/dGame/Entity.h +++ b/dGame/Entity.h @@ -160,6 +160,8 @@ public: void AddChild(Entity* child); void RemoveChild(Entity* child); void RemoveParent(); + + // Adds a timer to start next frame with the given name and time. void AddTimer(std::string name, float time); void AddCallbackTimer(float time, std::function callback); bool HasTimer(const std::string& name); @@ -324,9 +326,10 @@ protected: std::vector> m_PhantomCollisionCallbacks; std::unordered_map m_Components; - std::vector m_Timers; - std::vector m_PendingTimers; - std::vector m_CallbackTimers; + std::vector m_Timers; + std::vector m_PendingTimers; + std::vector m_CallbackTimers; + std::vector m_PendingCallbackTimers; bool m_ShouldDestroyAfterUpdate = false; diff --git a/dGame/dEntity/EntityCallbackTimer.cpp b/dGame/dEntity/EntityCallbackTimer.cpp index e07c1189..95222c4e 100644 --- a/dGame/dEntity/EntityCallbackTimer.cpp +++ b/dGame/dEntity/EntityCallbackTimer.cpp @@ -1,22 +1,10 @@ #include "EntityCallbackTimer.h" -EntityCallbackTimer::EntityCallbackTimer(float time, std::function callback) { +EntityCallbackTimer::EntityCallbackTimer(const float time, const std::function callback) { m_Time = time; m_Callback = callback; } -EntityCallbackTimer::~EntityCallbackTimer() { - -} - -std::function EntityCallbackTimer::GetCallback() { - return m_Callback; -} - -float EntityCallbackTimer::GetTime() { - return m_Time; -} - void EntityCallbackTimer::Update(float deltaTime) { m_Time -= deltaTime; } diff --git a/dGame/dEntity/EntityCallbackTimer.h b/dGame/dEntity/EntityCallbackTimer.h index 2a7e58f0..9b37476b 100644 --- a/dGame/dEntity/EntityCallbackTimer.h +++ b/dGame/dEntity/EntityCallbackTimer.h @@ -5,11 +5,11 @@ class EntityCallbackTimer { public: - EntityCallbackTimer(float time, std::function callback); - ~EntityCallbackTimer(); + EntityCallbackTimer(const float time, const std::function callback); + + std::function GetCallback() const { return m_Callback; }; - std::function GetCallback(); - float GetTime(); + float GetTime() const { return m_Time; }; void Update(float deltaTime); diff --git a/dGame/dEntity/EntityTimer.cpp b/dGame/dEntity/EntityTimer.cpp index 0363fc5b..8ec666b6 100644 --- a/dGame/dEntity/EntityTimer.cpp +++ b/dGame/dEntity/EntityTimer.cpp @@ -1,14 +1,10 @@ #include "EntityTimer.h" -EntityTimer::EntityTimer(std::string name, float time) { +EntityTimer::EntityTimer(const std::string& name, const float time) { m_Name = name; m_Time = time; } -EntityTimer::~EntityTimer() { - -} - std::string EntityTimer::GetName() { return m_Name; } diff --git a/dGame/dEntity/EntityTimer.h b/dGame/dEntity/EntityTimer.h index 9de0345d..d5c4a19e 100644 --- a/dGame/dEntity/EntityTimer.h +++ b/dGame/dEntity/EntityTimer.h @@ -4,8 +4,15 @@ class EntityTimer { public: - EntityTimer(std::string name, float time); - ~EntityTimer(); + EntityTimer(const std::string& name, const float time); + + bool operator==(const EntityTimer& other) const { + return m_Name == other.m_Name; + } + + bool operator==(const std::string& other) const { + return m_Name == other; + } std::string GetName(); float GetTime();