On 25 May 2010 03:43, James Paige <[email protected]> wrote:
> On Tue, May 25, 2010 at 01:24:30AM +1200, Ralph Versteegen wrote:
>> On 24 May 2010 23:59, Ralph Versteegen <[email protected]> wrote:
>> > On 10 April 2010 09:53, James Paige <[email protected]> wrote:
>> >> There is a PlotTimer.pause member, but I would consider a paused timer
>> >> to still be in use.
>> >>
>> >> ... but looking at the source, PlotTimer.speed = 0 seems to indicate an
>> >> unused timer, so I could just use that.
>> >
>> > Working on timers now. There is a slight problem. When a timer runs
>> > out, its speed is negated (marking it inactive, but also preserving
>> > the speed incase it is reactivated) and preserves all its other
>> > settings (aside from the length).
>> >
>> > For example, currently to restart a timer with all the old settings
>> > intact, "set timer (10, 100)" will suffice. I suppose you're in
>> > trouble if you use both "unused timer" and hardcoded timer ids anyway.
>> > Will just add some big warning notes, unless anyone has a better idea.
>>
>> You know, actually this sounds exactly like the task for a "new timer"
>> command, and garbage collecting run-out "new" timers (existing in a
>> separate pool) which are not
>> referenced. I could leave out the "unused timer" command for now,
>> as "allocate timers" is good enough?
>
> I think I like the idea of a "new timer" command with garbage collection
> of timers that run out.
>
> For backcompat, the first 16 timer could never be garbage collected, so
> existing games that use hard coded timer numbers can "restart" them.
>
> Although really, I am cool with whatever you do here :)
>
> ---
> James

I'm not totally convinced though; introducing two types of timers
introduces its own complexity. I already wrote unusedtimer, so I'll
leave it in, uncommented, in case.
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