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Location: cpp/openttd-patchpack/source/src/timer/timer_game_realtime.cpp - annotation
r28827:f131debacb19
2.3 KiB
text/x-c
Codechange: Use `GetVisibleRangeIterators()` in more places. (#12190)
This replaces more first/last index calculation, along with indexed array/vector access, with iterator access instead.
This replaces more first/last index calculation, along with indexed array/vector access, with iterator access instead.
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* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file timer_game_realtime.cpp
* This file implements the timer logic for the real time game-timer.
*/
#include "../stdafx.h"
#include "../openttd.h"
#include "timer.h"
#include "timer_game_realtime.h"
#include "../safeguards.h"
template<>
void IntervalTimer<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
{
if (this->period.period == std::chrono::milliseconds::zero()) return;
if (this->period.flag == TimerGameRealtime::PeriodFlags::AUTOSAVE && _pause_mode != PM_UNPAUSED && (_pause_mode & PM_COMMAND_DURING_PAUSE) == 0) return;
if (this->period.flag == TimerGameRealtime::PeriodFlags::UNPAUSED && _pause_mode != PM_UNPAUSED) return;
this->storage.elapsed += delta;
uint count = 0;
while (this->storage.elapsed >= this->period.period) {
this->storage.elapsed -= this->period.period;
count++;
}
if (count > 0) {
this->callback(count);
}
}
template<>
void TimeoutTimer<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
{
if (this->fired) return;
if (this->period.period == std::chrono::milliseconds::zero()) return;
if (this->period.flag == TimerGameRealtime::PeriodFlags::AUTOSAVE && _pause_mode != PM_UNPAUSED && (_pause_mode & PM_COMMAND_DURING_PAUSE) == 0) return;
if (this->period.flag == TimerGameRealtime::PeriodFlags::UNPAUSED && _pause_mode != PM_UNPAUSED) return;
this->storage.elapsed += delta;
if (this->storage.elapsed >= this->period.period) {
this->callback();
this->fired = true;
}
}
template<>
bool TimerManager<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
{
for (auto timer : TimerManager<TimerGameRealtime>::GetTimers()) {
timer->Elapsed(delta);
}
return true;
}
#ifdef WITH_ASSERT
template<>
void TimerManager<TimerGameRealtime>::Validate(TimerGameRealtime::TPeriod)
{
}
#endif /* WITH_ASSERT */
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