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Address timers being iterated through poorly (#646)
* Fix timers * Update Entity.cpp * Fix timers Fix timers Remove debug logs remove _dynamic * I like to move it move it
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@ -1201,17 +1201,21 @@ void Entity::UpdateXMLDoc(tinyxml2::XMLDocument* doc) {
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}
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void Entity::Update(const float deltaTime) {
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for (int i = 0; i < m_Timers.size(); i++) {
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m_Timers[i]->Update(deltaTime);
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if (m_Timers[i]->GetTime() <= 0) {
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const auto timerName = m_Timers[i]->GetName();
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uint32_t timerPosition;
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timerPosition = 0;
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while (timerPosition < m_Timers.size()) {
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m_Timers[timerPosition]->Update(deltaTime);
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if (m_Timers[timerPosition]->GetTime() <= 0) {
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const auto timerName = m_Timers[timerPosition]->GetName();
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delete m_Timers[i];
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m_Timers.erase(m_Timers.begin() + i);
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delete m_Timers[timerPosition];
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m_Timers.erase(m_Timers.begin() + timerPosition);
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
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script->OnTimerDone(this, timerName);
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}
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} else {
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timerPosition++;
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}
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}
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@ -1223,6 +1227,14 @@ void Entity::Update(const float deltaTime) {
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m_CallbackTimers.erase(m_CallbackTimers.begin() + i);
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}
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}
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// Add pending timers to the list of timers so they start next tick.
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if (m_PendingTimers.size() > 0) {
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for (auto namedTimer : m_PendingTimers) {
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m_Timers.push_back(namedTimer);
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}
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m_PendingTimers.clear();
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}
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if (IsSleeping())
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{
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@ -1661,7 +1673,7 @@ void Entity::RemoveChild(Entity* child) {
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void Entity::AddTimer(std::string name, float time) {
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EntityTimer* timer = new EntityTimer(name, time);
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m_Timers.push_back(timer);
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m_PendingTimers.push_back(timer);
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}
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void Entity::AddCallbackTimer(float time, std::function<void()> callback) {
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@ -309,6 +309,7 @@ protected:
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std::unordered_map<int32_t, Component*> m_Components; //The int is the ID of the component
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std::vector<EntityTimer*> m_Timers;
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std::vector<EntityTimer*> m_PendingTimers;
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std::vector<EntityCallbackTimer*> m_CallbackTimers;
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bool m_ShouldDestroyAfterUpdate = false;
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