minetest/builtin/game/misc.lua
Auke Kok ad884f23d4 New timer design.
I could honestly not make much sense of the timer implementation
that was here. Instead I've implemented the type of timer algorithm
that I've used before, and tested it instead.

The concept is extremely simple: all timers are put in an ordered
list. We check every server tick if any of the timers have
elapsed, and execute the function associated with this timer.

We know that many timers by themselves cause new timers to be
added to this list, so we iterate *backwards* over the timer
list. This means that new timers being added while timers are
being executed, can never be executed in the same function pass,
as they are always appended to the table *after* the end of
the table, which we will never reach in the current pass over
all the table elements.

We switch time keeping to minetest.get_us_time(). dtime is
likely unreliable and we have our own high-res timer that we
can fix if it is indeed broken. This removes the need to do
any sort of time keeping.
2016-01-29 01:04:51 -05:00

181 lines
4.1 KiB
Lua

-- Minetest: builtin/misc.lua
--
-- Misc. API functions
--
local jobs = {}
local time = 0.0
local last = 0.0
core.register_globalstep(function(dtime)
local new = core.get_us_time() / 1000000
if new > last then
time = time + (new - last)
else
-- Overflow, we may lose a little bit of time here but
-- only 1 tick max, potentially running timers slightly
-- too early.
time = time + new
end
last = new
if #jobs < 1 then
return
end
-- Iterate backwards so that we miss any new timers added by
-- a timer callback, and so that we don't skip the next timer
-- in the list if we remove one.
for i = #jobs, 1, -1 do
local job = jobs[i]
if time >= job.expire then
core.set_last_run_mod(job.mod_origin)
job.func(unpack(job.arg))
table.remove(jobs, i)
end
end
end)
function core.after(after, func, ...)
assert(tonumber(time) and type(func) == "function",
"Invalid core.after invocation")
table.insert(jobs, {
func = func,
expire = time + after,
arg = {...},
mod_origin = core.get_last_run_mod()
})
end
function core.check_player_privs(player_or_name, ...)
local name = player_or_name
-- Check if we have been provided with a Player object.
if type(name) ~= "string" then
name = name:get_player_name()
end
local requested_privs = {...}
local player_privs = core.get_player_privs(name)
local missing_privileges = {}
if type(requested_privs[1]) == "table" then
-- We were provided with a table like { privA = true, privB = true }.
for priv, value in pairs(requested_privs[1]) do
if value and not player_privs[priv] then
table.insert(missing_privileges, priv)
end
end
else
-- Only a list, we can process it directly.
for key, priv in pairs(requested_privs) do
if not player_privs[priv] then
table.insert(missing_privileges, priv)
end
end
end
if #missing_privileges > 0 then
return false, missing_privileges
end
return true, ""
end
local player_list = {}
core.register_on_joinplayer(function(player)
player_list[player:get_player_name()] = player
end)
core.register_on_leaveplayer(function(player)
player_list[player:get_player_name()] = nil
end)
function core.get_connected_players()
local temp_table = {}
for index, value in pairs(player_list) do
if value:is_player_connected() then
table.insert(temp_table, value)
end
end
return temp_table
end
-- Returns two position vectors representing a box of `radius` in each
-- direction centered around the player corresponding to `player_name`
function core.get_player_radius_area(player_name, radius)
local player = core.get_player_by_name(player_name)
if player == nil then
return nil
end
local p1 = player:getpos()
local p2 = p1
if radius then
p1 = vector.subtract(p1, radius)
p2 = vector.add(p2, radius)
end
return p1, p2
end
function core.hash_node_position(pos)
return (pos.z+32768)*65536*65536 + (pos.y+32768)*65536 + pos.x+32768
end
function core.get_position_from_hash(hash)
local pos = {}
pos.x = (hash%65536) - 32768
hash = math.floor(hash/65536)
pos.y = (hash%65536) - 32768
hash = math.floor(hash/65536)
pos.z = (hash%65536) - 32768
return pos
end
function core.get_item_group(name, group)
if not core.registered_items[name] or not
core.registered_items[name].groups[group] then
return 0
end
return core.registered_items[name].groups[group]
end
function core.get_node_group(name, group)
core.log("deprecated", "Deprecated usage of get_node_group, use get_item_group instead")
return core.get_item_group(name, group)
end
function core.setting_get_pos(name)
local value = core.setting_get(name)
if not value then
return nil
end
return core.string_to_pos(value)
end
-- To be overriden by protection mods
function core.is_protected(pos, name)
return false
end
function core.record_protection_violation(pos, name)
for _, func in pairs(core.registered_on_protection_violation) do
func(pos, name)
end
end
local raillike_ids = {}
local raillike_cur_id = 0
function core.raillike_group(name)
local id = raillike_ids[name]
if not id then
raillike_cur_id = raillike_cur_id + 1
raillike_ids[name] = raillike_cur_id
id = raillike_cur_id
end
return id
end