// Cooperative timers. poll returns IDs; callbacks never run on another thread. // IDs are u32; 0 means failure or no timer due. Millisecond values use _ms. // The struct Timers { // Collection of timers (as struct-of-arrays) u32[] !_ids = new u32[8]; // Which timer id for this slot i64[] !_due_ms = new i64[8]; // Monotonic deadline in milliseconds i64[] !_period_ms = new i64[8]; // When does it repeat // Next available timer ID; 0 means all IDs have been used. u32 !_next = 1; // Add a new timer { i64 i64 i64 -> u32 } _add = { i64 current_ms, i64 delay_ms, i64 period_ms -> if( current_ms<0 || delay_ms<0 || current_ms>sys.integer.MAX_I64-delay_ms || _next==0 ) return 0; // Ugly linear scan for an available slot int slot=0; while( slot<_ids# && _ids[slot]!=0 ) slot++; // Double size for lots of timers if( slot==_ids# ) { if( _ids#>sys.integer.MAX_I32/2 ) return 0; val ids = new u32[_ids#*2]; val due_ms = new i64[_ids#*2], periods_ms = new i64[_ids#*2]; for( int i=0; i<_ids#; i++ ) { ids[i]=_ids[i]; due_ms[i]=_due_ms[i]; periods_ms[i]=_period_ms[i]; } _ids=ids; _due_ms=due_ms; _period_ms=periods_ms; // Retry against the newly published arrays after growing. return _add(current_ms,delay_ms,period_ms); } // Next available timer id u32 id = _next; _next = id==sys.integer.MAX_U32 ? 0 : id+1; _ids[slot]=id; _due_ms[slot]=current_ms+delay_ms; _period_ms[slot]=period_ms; return id; }; // Explicit-clock versions make game logic and tests deterministic. { i64 i64 -> u32 } afterAt = { i64 current_ms, i64 delay_ms -> _add(current_ms,delay_ms,0); }; { i64 i64 -> u32 } everyAt = { i64 current_ms, i64 period_ms -> period_ms<=0 ? 0 : _add(current_ms,period_ms,period_ms); }; { i64 -> u32 } after = { i64 delay_ms -> afterAt(time.monotonic(),delay_ms ); }; { i64 -> u32 } every = { i64 period_ms -> everyAt(time.monotonic(),period_ms); }; // Remove a timer val cancel = { u32 id -> if( id==0 ) return false; for( int i=0; i<_ids#; i++ ) if( _ids[i]==id ) { _ids[i]=0; return true; } return false; }; // Earliest absolute monotonic deadline in milliseconds, or -1 when empty. val nextDeadline = { -> i64 next_ms = -1; // Ugly linear scan again, but short for( int i=0; i<_ids#; i++ ) if( _ids[i]!=0 && (next_ms<0 || _due_ms[i] < next_ms) ) next_ms = _due_ms[i]; return next_ms; }; // Next firing timer. // Earliest deadline first; equal deadlines use registration order. // Repeats skip missed ticks and retain their phase, avoiding bursts/drift. { i64 -> u32 } poll = { i64 current_ms -> int slot = -1; for( int i=0; i<_ids#; i++ ) if( _ids[i]!=0 && _due_ms[i]<=current_ms && (slot<0 || _due_ms[i]<_due_ms[slot] || (_due_ms[i]==_due_ms[slot] && _ids[i]<_ids[slot])) ) slot=i; if( slot<0 ) return 0; u32 id = _ids[slot]; i64 period_ms = _period_ms[slot]; if( period_ms==0 ) _ids[slot]=0; else { i64 steps = (current_ms-_due_ms[slot])/period_ms; if( steps>=(sys.integer.MAX_I64-_due_ms[slot])/period_ms ) _ids[slot]=0; else _due_ms[slot] += (steps+1)*period_ms; } return id; }; };