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game/server/timedeventmgr.h
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93
game/server/timedeventmgr.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef TIMEDEVENTMGR_H
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#define TIMEDEVENTMGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlpriorityqueue.h"
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//
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//
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// These classes provide fast timed event callbacks. To use them, make a CTimedEventMgr
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// and put CEventRegister objects in your objects that want the timed events.
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//
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//
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class CTimedEventMgr;
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abstract_class IEventRegisterCallback
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{
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public:
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virtual void FireEvent() = 0;
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};
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class CEventRegister
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{
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friend bool TimedEventMgr_LessFunc( CEventRegister* const &a, CEventRegister* const &b );
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friend class CTimedEventMgr;
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public:
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CEventRegister();
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~CEventRegister();
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// Call this before ever calling SetUpdateInterval().
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void Init( CTimedEventMgr *pMgr, IEventRegisterCallback *pCallback );
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// Use these to start and stop getting updates.
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void SetUpdateInterval( float interval );
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void StopUpdates();
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inline bool IsRegistered() const { return m_bRegistered; }
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private:
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void Reregister(); // After having an event processed, this is called to have it register for the next one.
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void Term();
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private:
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CTimedEventMgr *m_pEventMgr;
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float m_flNextEventTime;
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float m_flUpdateInterval;
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IEventRegisterCallback *m_pCallback;
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bool m_bRegistered;
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};
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class CTimedEventMgr
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{
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friend class CEventRegister;
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public:
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CTimedEventMgr();
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// Call this each frame to fire events.
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void FireEvents();
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private:
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// Things used by CEventRegister.
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void RegisterForNextEvent( CEventRegister *pEvent );
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void RemoveEvent( CEventRegister *pEvent );
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private:
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// Events, sorted by the time at which they will fire.
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CUtlPriorityQueue<CEventRegister*> m_Events;
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};
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#endif // TIMEDEVENTMGR_H
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