Index: ps/trunk/binaries/data/mods/public/simulation/components/Timer.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Timer.js +++ ps/trunk/binaries/data/mods/public/simulation/components/Timer.js @@ -12,7 +12,7 @@ }; /** - * Returns time since the start of the game in milliseconds. + * @returns {number} - The elapsed time in milliseconds since the game was started. */ Timer.prototype.GetTime = function() { @@ -20,7 +20,7 @@ }; /** - * Returns the duration of the latest turn in milliseconds. + * @returns {number} - The duration of the latest turn in milliseconds. */ Timer.prototype.GetLatestTurnLength = function() { @@ -31,38 +31,33 @@ * Create a new timer, which will call the 'funcname' method with arguments (data, lateness) * on the 'iid' component of the 'ent' entity, after at least 'time' milliseconds. * 'lateness' is how late the timer is executed after the specified time (in milliseconds). - * Returns a non-zero id that can be passed to CancelTimer. + * @param {number} ent - The entity id to which the timer will be assigned to. + * @param {number} iid - The component iid of the timer. + * @param {string} funcname - The name of the function to be called in the component. + * @param {number} time - The delay before running the function for the first time. + * @param {any} data - The data to pass to the function. + * @returns {number} - A non-zero id that can be passed to CancelTimer. */ Timer.prototype.SetTimeout = function(ent, iid, funcname, time, data) { - let id = ++this.id; - - this.timers.set(id, { - "entity": ent, - "iid": iid, - "functionName": funcname, - "time": this.time + time, - "repeatTime": 0, - "data": data - }); - - return id; + return this.SetInterval(ent, iid, funcname, time, 0, data); }; /** * Create a new repeating timer, which will call the 'funcname' method with arguments (data, lateness) - * on the 'iid' component of the 'ent' entity, after at least 'time' milliseconds + * on the 'iid' component of the 'ent' entity, after at least 'time' milliseconds. + * 'lateness' is how late the timer is executed after the specified time (in milliseconds) * and then every 'repeattime' milliseconds thereafter. - * It will run multiple times per simulation turn if necessary. - * 'repeattime' must be non-zero. - * 'lateness' is how late the timer is executed after the specified time (in milliseconds). - * Returns a non-zero id that can be passed to CancelTimer. + * @param {number} ent - The entity the timer will be assigned to. + * @param {number} iid - The component iid of the timer. + * @param {string} funcname - The name of the function to be called in the component. + * @param {number} time - The delay before running the function for the first time. + * @param {number} repeattime - If non-zero, the interval between each execution of the function. + * @param {any} data - The data to pass to the function. + * @returns {number} - A non-zero id that can be passed to CancelTimer. */ Timer.prototype.SetInterval = function(ent, iid, funcname, time, repeattime, data) { - if (typeof repeattime != "number" || !(repeattime > 0)) - error("Invalid repeattime to SetInterval of "+funcname); - let id = ++this.id; this.timers.set(id, { @@ -79,13 +74,16 @@ /** * Cancels an existing timer that was created with SetTimeout/SetInterval. + * @param {number} id - The timer's ID returned by either SetTimeout or SetInterval. */ Timer.prototype.CancelTimer = function(id) { this.timers.delete(id); }; - +/** + * @param {{ "turnLength": number }} msg - A message containing the turn length in seconds. + */ Timer.prototype.OnUpdate = function(msg) { this.turnLength = Math.round(msg.turnLength * 1000); @@ -108,8 +106,8 @@ continue; // The entity was probably destroyed; clean up the timer - let cmpTimer = Engine.QueryInterface(timer.entity, timer.iid); - if (!cmpTimer) + let timerTargetComponent = Engine.QueryInterface(timer.entity, timer.iid); + if (!timerTargetComponent) { this.timers.delete(id); continue; @@ -117,7 +115,7 @@ try { - cmpTimer[timer.functionName](timer.data, this.time - timer.time); + timerTargetComponent[timer.functionName](timer.data, this.time - timer.time); } catch (e) {