mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-21 21:17:25 +00:00
Revert "fix: Remove pending timer logic" (#1417)
This commit is contained in:
parent
c83ec8228c
commit
99b3705a76
@ -1243,18 +1243,12 @@ void Entity::Update(const float 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, n, ..., n - 1] 2 is expired and removed now
|
||||
// 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();
|
||||
// We don't need to copy the element if there is only 1 element nor do we need to copy if we are on the last element.
|
||||
// This is a clever removal trick that avoids having to copy the entire vector and instead replaces this now expired
|
||||
// element with the last element in the vector and then removes the last element.
|
||||
if (m_Timers.size() > 1 && timerPosition < m_Timers.size() - 1) {
|
||||
m_Timers[timerPosition] = m_Timers[m_Timers.size() - 1];
|
||||
}
|
||||
m_Timers.erase(m_Timers.end() - 1);
|
||||
m_Timers.erase(m_Timers.begin() + timerPosition);
|
||||
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
|
||||
script->OnTimerDone(this, timerName);
|
||||
}
|
||||
@ -1270,26 +1264,31 @@ void Entity::Update(const float 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, n, ..., n - 1] 2 is expired and removed now
|
||||
// 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();
|
||||
// We don't need to copy the element if there is only 1 element nor do we need to copy if we are on the last element.
|
||||
// This is a clever removal trick that avoids having to copy the entire vector and instead replaces this now expired
|
||||
// element with the last element in the vector and then removes the last element.
|
||||
if (m_CallbackTimers.size() > 1 && timerPosition < m_CallbackTimers.size() - 1) {
|
||||
m_CallbackTimers[timerPosition] = m_CallbackTimers[m_CallbackTimers.size() - 1];
|
||||
}
|
||||
m_CallbackTimers.erase(m_CallbackTimers.end() - 1);
|
||||
m_CallbackTimers.erase(m_CallbackTimers.begin() + timerPosition);
|
||||
callback();
|
||||
} else {
|
||||
timerPosition++;
|
||||
}
|
||||
}
|
||||
|
||||
// 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();
|
||||
}
|
||||
|
||||
if (!m_PendingCallbackTimers.empty()) {
|
||||
m_CallbackTimers.insert(m_CallbackTimers.end(), m_PendingCallbackTimers.begin(), m_PendingCallbackTimers.end());
|
||||
m_PendingCallbackTimers.clear();
|
||||
}
|
||||
|
||||
if (IsSleeping()) {
|
||||
Sleep();
|
||||
|
||||
@ -1725,11 +1724,11 @@ void Entity::RemoveParent() {
|
||||
}
|
||||
|
||||
void Entity::AddTimer(std::string name, float time) {
|
||||
m_Timers.emplace_back(name, time);
|
||||
m_PendingTimers.emplace_back(name, time);
|
||||
}
|
||||
|
||||
void Entity::AddCallbackTimer(float time, std::function<void()> callback) {
|
||||
m_CallbackTimers.emplace_back(time, callback);
|
||||
m_PendingCallbackTimers.emplace_back(time, callback);
|
||||
}
|
||||
|
||||
bool Entity::HasTimer(const std::string& name) {
|
||||
@ -1738,6 +1737,7 @@ bool Entity::HasTimer(const std::string& name) {
|
||||
|
||||
void Entity::CancelCallbackTimers() {
|
||||
m_CallbackTimers.clear();
|
||||
m_PendingCallbackTimers.clear();
|
||||
}
|
||||
|
||||
void Entity::ScheduleKillAfterUpdate(Entity* murderer) {
|
||||
@ -1759,7 +1759,9 @@ void Entity::CancelTimer(const std::string& name) {
|
||||
|
||||
void Entity::CancelAllTimers() {
|
||||
m_Timers.clear();
|
||||
m_PendingTimers.clear();
|
||||
m_CallbackTimers.clear();
|
||||
m_PendingCallbackTimers.clear();
|
||||
}
|
||||
|
||||
bool Entity::IsPlayer() const {
|
||||
|
@ -330,7 +330,9 @@ protected:
|
||||
|
||||
std::unordered_map<eReplicaComponentType, Component*> m_Components;
|
||||
std::vector<EntityTimer> m_Timers;
|
||||
std::vector<EntityTimer> m_PendingTimers;
|
||||
std::vector<EntityCallbackTimer> m_CallbackTimers;
|
||||
std::vector<EntityCallbackTimer> m_PendingCallbackTimers;
|
||||
|
||||
bool m_ShouldDestroyAfterUpdate = false;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user