Dayz Build 1.29.163047, Scripts Rev. 123548
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ScriptCallQueue Class Reference

ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI)
usage: More...

Private Member Functions

proto void Call (func fn, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
 adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
proto void CallByName (Class obj, string fnName, Param params=NULL)
 adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
proto void CallLater (func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
 adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
proto void CallLaterByName (Class obj, string fnName, int delay=0, bool repeat=false, Param params=NULL)
 adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)
proto native void Clear ()
 remove all calls from queue
proto int GetRemainingTime (func fn)
 return Remaining time to the call execution (in miliseconds)
proto int GetRemainingTimeByName (Class obj, string fnName)
 return Remaining time to the call execution (in miliseconds)
proto void Remove (func fn)
 remove specific call from queue
proto void RemoveByName (Class obj, string fnName)
 remove specific call from queue
proto native void Tick (float timeslice)
 executes calls on queue if their time is already elapsed, if 'repeat = false' call is removed from queue

Detailed Description

ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI)
usage:

class Arkanoid extends Game
{
ref ScriptCallQueue m_CallQueue = new ScriptCallQueue();
ScriptCallQueue GetCallQueue() {
return m_CallQueue;
}
override void OnUpdate(float timeslice)
{
m_CallQueue.Tick(timeslice);
...
}
...
}
class MyObject
{
int m_cnt = 0;
void Hello(int p1, string p2)
{
Print("Hello( " + p1 + " , " + p2 + ")");
}
void Test()
{
Print(m_cnt);
m_cnt++;
if (m_cnt > 10)
{
ScriptCallQueue queue = g_Game.GetCallQueue();
queue.Remove(Test);
}
}
}
void Test(MyObject obj)
{
ScriptCallQueue queue = g_Game.GetCallQueue();
queue.CallLater(obj.Hello, 5000, false, 65, "world"); // adds call 'obj.Hello(65, "world")' into queue, and it will be executed once after 5s
queue.CallLater(obj.Test, 3000, true); // adds call 'obj.Test()' into queue, and it will be executed each 3s
queue.Call(obj.Hello, 72, "world 2"); // adds call 'obj.Hello(72, "world 2")' into queue, and it will be executed next frame (on next call of ScriptCallQueue.Tick)
}
ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but l...
Definition tools.c:53
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto void Call(func fn, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native void Tick(float timeslice)
executes calls on queue if their time is already elapsed, if 'repeat = false' call is removed from qu...
proto void Remove(func fn)
remove specific call from queue
DayZGame g_Game
Definition dayzgame.c:3942
proto void Print(void var)
Prints content of variable to console/log.
proto native void OnUpdate()
Definition tools.c:349
< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Welcome to the DayZ Stress Test Branch</h >< h scale="0.6"> This branch serves for time limited development tests that are open to the community Our goal in each of these tests is to gather performance and stability data from servers under heavy load</h ></br >< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Stress test Schedule</h >< h scale="0.6"> We ll only run the Stress Tests when our development team needs data and or specific feedback Stress Tests will be announced on our Twitter and and will usually run for a couple of hours</h ></br >< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Current Stress Test</h >< h scale="0.6"> In the first bunch of Stress we ll mostly focus on watching server performance under heavy PvP gameplay load For detailed information about an ongoing Stress Test(inlcuding known issues)

Definition at line 52 of file tools.c.

Member Function Documentation

◆ Call()

proto void Call ( func fn,
void param1 = NULL,
void param2 = NULL,
void param3 = NULL,
void param4 = NULL,
void param5 = NULL,
void param6 = NULL,
void param7 = NULL,
void param8 = NULL,
void param9 = NULL )
private

adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)

Referenced by CGame::DayZGame(), CGame::OnEvent(), UIScriptedMenu::OnModalResult(), and CGame::UpdateInputDeviceDisconnectWarning().

◆ CallByName()

proto void CallByName ( Class obj,
string fnName,
Param params = NULL )
private

adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)

◆ CallLater()

proto void CallLater ( func fn,
int delay = 0,
bool repeat = false,
void param1 = NULL,
void param2 = NULL,
void param3 = NULL,
void param4 = NULL,
void param5 = NULL,
void param6 = NULL,
void param7 = NULL,
void param8 = NULL,
void param9 = NULL )
private

adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)

Referenced by CGame::OnLoginTimeEvent(), CGame::OnRespawnEvent(), and CGame::OnRPC().

◆ CallLaterByName()

proto void CallLaterByName ( Class obj,
string fnName,
int delay = 0,
bool repeat = false,
Param params = NULL )
private

adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed)

◆ Clear()

proto native void Clear ( )
private

remove all calls from queue

◆ GetRemainingTime()

proto int GetRemainingTime ( func fn)
private

return Remaining time to the call execution (in miliseconds)

◆ GetRemainingTimeByName()

proto int GetRemainingTimeByName ( Class obj,
string fnName )
private

return Remaining time to the call execution (in miliseconds)

◆ Remove()

proto void Remove ( func fn)
private

remove specific call from queue

Referenced by CGame::CancelLoginTimeCountdown().

◆ RemoveByName()

proto void RemoveByName ( Class obj,
string fnName )
private

remove specific call from queue

◆ Tick()

proto native void Tick ( float timeslice)
private

executes calls on queue if their time is already elapsed, if 'repeat = false' call is removed from queue

Referenced by CGame::OnUpdate().


The documentation for this class was generated from the following file:
  • F:/Games/Dayz/scripts/2_gamelib/tools.c