Timer refactor: stopwatch-like semantics, mcrfpy.timers collection closes #173
Major Timer API improvements: - Add `stopped` flag to Timer C++ class for proper state management - Add `start()` method to restart stopped timers (preserves callback) - Add `stop()` method that removes from engine but preserves callback - Make `active` property read-write (True=start/resume, False=pause) - Add `start=True` init parameter to create timers in stopped state - Add `mcrfpy.timers` module-level collection (tuple of active timers) - One-shot timers now set stopped=true instead of clearing callback - Remove deprecated `setTimer()` and `delTimer()` module functions Timer callbacks now receive (timer, runtime) instead of just (runtime). Updated all tests to use new Timer API and callback signature. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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16 changed files with 440 additions and 262 deletions
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@ -357,51 +357,35 @@ std::shared_ptr<Timer> GameEngine::getTimer(const std::string& name)
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return nullptr;
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}
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void GameEngine::manageTimer(std::string name, PyObject* target, int interval)
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{
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auto it = timers.find(name);
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// #153 - In headless mode, use simulation_time instead of real-time clock
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int now = headless ? simulation_time : runtime.getElapsedTime().asMilliseconds();
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if (it != timers.end()) // overwrite existing
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{
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if (target == NULL || target == Py_None)
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{
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// Delete: Overwrite existing timer with one that calls None. This will be deleted in the next timer check
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// see gitea issue #4: this allows for a timer to be deleted during its own call to itself
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timers[name] = std::make_shared<Timer>(Py_None, 1000, now);
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return;
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}
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}
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if (target == NULL || target == Py_None)
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{
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std::cout << "Refusing to initialize timer to None. It's not an error, it's just pointless." << std::endl;
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return;
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}
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timers[name] = std::make_shared<Timer>(target, interval, now);
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}
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// Note: manageTimer() removed in #173 - use Timer objects directly
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void GameEngine::testTimers()
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{
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int now = runtime.getElapsedTime().asMilliseconds();
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int now = headless ? simulation_time : runtime.getElapsedTime().asMilliseconds();
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auto it = timers.begin();
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while (it != timers.end())
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{
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// Keep a local copy of the timer to prevent use-after-free.
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// If the callback calls delTimer(), the map entry gets replaced,
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// If the callback calls stop(), the timer may be marked for removal,
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// but we need the Timer object to survive until test() returns.
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auto timer = it->second;
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timer->test(now);
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// Remove timers that have been cancelled or are one-shot and fired.
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// Skip stopped timers (they'll be removed below)
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if (!timer->isStopped()) {
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timer->test(now);
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}
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// Remove timers that have been stopped (including one-shot timers that fired).
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// The stopped flag is the authoritative marker for "remove from map".
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// Note: Check it->second (current map value) in case callback replaced it.
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if (!it->second->getCallback() || it->second->getCallback() == Py_None)
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if (it->second->isStopped())
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{
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it = timers.erase(it);
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}
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else
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{
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it++;
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}
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}
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}
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