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// 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;
};
};
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