implemented timer natives
fixed some design issues in the timer manager --HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%40618
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/**
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* vim: set ts=4 :
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* ===============================================================
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* SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved.
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* ===============================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK. This file may only be used
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* or modified under the Terms and Conditions of its License Agreement, which is found
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* in LICENSE.txt. The Terms and Conditions for making SourceMod extensions/plugins
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* may change at any time. To view the latest information, see:
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* http://www.sourcemod.net/license.php
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*
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* Version: $Id$
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*/
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#if defined _timers_included
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#endinput
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#endif
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#define _timers_included
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#include <datapack>
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#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */
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#define TIMER_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its value when finished */
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/**
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* Any of the following prototypes will work for a timed function.
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*/
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funcenum Timer
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{
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/**
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* Called when the timer interval has elapsed.
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*
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* @param timer Handle to the timer object.
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* @param hndl Handle passed when the timer was created.
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* @return Plugin_Stop to stop a repeating timer, any other value for
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* default behavior.
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*/
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Action:public(Handle:timer, Handle:hndl),
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/**
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* Called when the timer interval has elapsed.
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*
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* @param timer Handle to the timer object.
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* @param value Value passed when the timer was created.
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* @return Plugin_Stop to stop a repeating timer, any other value for
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* default behavior.
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*/
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Action:public(Handle:timer, value),
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/**
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* Called when the timer interval has elapsed.
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*
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* @param timer Handle to the timer object.
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* @return Plugin_Stop to stop a repeating timer, any other value for
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* default behavior.
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*/
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Action:public(Handle:timer),
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};
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/**
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* Creates a basic timer. Calling CloseHandle() on a timer will end the timer.
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*
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* @param interval Interval from the current game time to execute the given function.
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* @param func Function to execute once the given interval has elapsed.
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* @param value Handle or value to give to the timer function.
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* @param flags Flags to set (such as repeatability or auto-Handle closing).
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* @return Handle to the timer object. You do not need to call CloseHandle().
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*/
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native Handle:CreateTimer(Float:interval, Timer:func, {Handle,_}:value, flags);
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/**
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* Kills a timer. Use this instead of CloseHandle() if you need more options.
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*
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* @param autoClose If autoClose is true, the timer's value will be
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* closed as a handle if TIMER_HNDL_CLOSE was not specified.
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* @noreturn
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*/
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native KillTimer(Handle:timer, bool:autoClose=false);
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/**
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* Manually triggers a timer so its function will be called.
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*
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* @param timer Timer Handle to trigger.
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* @param reset If reset is true, the elapsed time counter is reset
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* so the full interval must pass again.
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* @noreturn
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*/
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native TriggerTimer(Handle:timer, bool:reset=false);
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/**
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* Creates a timer associated with a new data pack, and returns the datapack.
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* @note The datapack is automatically freed when the timer ends.
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* @note The position of the datapack is not reset or changed for the timer function.
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*
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* @param interval Interval from the current game time to execute the given function.
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* @param func Function to execute once the given interval has elapsed.
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* @param data The newly created datapack is passed though this by-reference parameter.
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* @param flags Timer flags.
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* @return Handle to the timer object. You do not need to call CloseHandle().
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*/
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stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:data, flags)
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{
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data = CreateDataPack();
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flags |= TIMER_HNDL_CLOSE;
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return CreateTimer(interval, func, data, flags);
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}
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