var g_TimerID = 0;
var g_Timers = {};
var g_Time = Date.now();
/**
* Set a timeout to call func() after 'delay' msecs.
* func: function to call
* delay: delay in ms
* Returns an id that can be passed to clearTimeout.
*/
function setTimeout(func, delay)
{
var id = ++g_TimerID;
g_Timers[id] = [g_Time + delay, func];
return id;
}
/**
* deletes a timer
* id: of the timer
*/
function clearTimeout(id)
{
delete g_Timers[id];
}
/**
* alters an function call
* id: of the timer
* func: function to call
*/
function setNewTimerFunction(id, func)
{
if (id in g_Timers)
g_Timers[id][1] = func;
}
/**
* If you want to use timers, then you must call this function regularly
* (e.g. in a Tick handler)
*/
function updateTimers()
{
g_Time = Date.now();
// Collect the timers that need to run
// (We do this in two stages to avoid deleting from the timer list while
// we're in the middle of iterating through it)
var run = [];
for (let id in g_Timers)
if (g_Timers[id][0] <= g_Time)
run.push(id);
for (let id of run)
{
let t = g_Timers[id];
if (!t)
continue; // an earlier timer might have cancelled this one, so skip it
try {
t[1]();
} catch (e) {
var stack = e.stack.trimRight().replace(/^/mg, ' '); // indent the stack trace
error(sprintf("Error in timer: %(error)s", { "error": e }) + "\n" + stack + "\n");
}
delete g_Timers[id];
}
}