--[[ $Id: AceTimer-3.0.lua 74633 2008-05-21 08:20:50Z nevcairiel $ ]]
--[[
	Basic assumptions:
	* In a typical system, we do more re-scheduling per second than there are timer pulses per second
	* Regardless of timer implementation, we cannot guarantee timely delivery due to FPS restriction (may be as low as 10)

	This implementation:
		CON: The smallest timer interval is constrained by HZ (currently 1/10s).
		PRO: It will still correctly fire any timer slower than HZ over a length of time, e.g. 0.11s interval -> 90 times over 10 seconds
		PRO: In lag bursts, the system simly skips missed timer intervals to decrease load
		CON: Algorithms depending on a timer firing "N times per minute" will fail
		PRO: (Re-)scheduling is O(1) with a VERY small constant. It's a simple linked list insertion in a hash bucket.
		CAUTION: The BUCKETS constant constrains how many timers can be efficiently handled. With too many hash collisions, performance will decrease.
		
	Major assumptions upheld:
	- ALLOWS scheduling multiple timers with the same funcref/method
	- ALLOWS scheduling more timers during OnUpdate processing
	- ALLOWS unscheduling ANY timer (including the current running one) at any time, including during OnUpdate processing
]]

local MAJOR, MINOR = "AceTimer-3.0", 4
local AceTimer, oldminor = LibStub:NewLibrary(MAJOR, MINOR)

if not AceTimer then return end -- No upgrade needed

AceTimer.hash = AceTimer.hash or {}         -- Array of [0..BUCKET-1] = linked list of timers (using .next member)
                                            -- Linked list gets around ACE-88 and ACE-90.
AceTimer.selfs = AceTimer.selfs or {}       -- Array of [self]={[handle]=timerobj, [handle2]=timerobj2, ...}
AceTimer.frame = AceTimer.frame or CreateFrame("Frame", "AceTimer30Frame")

local type = type
local next = next
local pairs = pairs
local select = select
local tostring = tostring
local floor = floor
local max = max

-- Simple ONE-SHOT timer cache. Much more efficient than a full compost for our purposes.
local timerCache = nil

--[[
	Timers will not be fired more often than HZ-1 times per second. 
	Keep at intended speed PLUS ONE or we get bitten by floating point rounding errors (n.5 + 0.1 can be n.599999)
	If this is ever LOWERED, all existing timers need to be enforced to have a delay >= 1/HZ on lib upgrade.
	If this number is ever changed, all entries need to be rehashed on lib upgrade.
	]]
local HZ = 11

--[[
	Prime for good distribution
	If this number is ever changed, all entries need to be rehashed on lib upgrade.
]]
local BUCKETS = 131

local hash = AceTimer.hash
for i=1,BUCKETS do
	hash[i] = hash[i] or false	-- make it an integer-indexed array; it's faster than hashes
end

--[[
	 xpcall safecall implementation
]]
local xpcall = xpcall

local function errorhandler(err)
	return geterrorhandler()(err)
end

local function CreateDispatcher(argCount)
	local code = [[
		local xpcall, eh = ...	-- our arguments are received as unnamed values in "..." since we don't have a proper function declaration
		local method, ARGS
		local function call() return method(ARGS) end
	
		local function dispatch(func, ...)
			 method = func
			 if not method then return end
			 ARGS = ...
			 return xpcall(call, eh)
		end
	
		return dispatch
	]]
	
	local ARGS = {}
	for i = 1, argCount do ARGS[i] = "arg"..i end
	code = code:gsub("ARGS", table.concat(ARGS, ", "))
	return assert(loadstring(code, "safecall Dispatcher["..argCount.."]"))(xpcall, errorhandler)
end

local Dispatchers = setmetatable({}, {
	__index=function(self, argCount)
		local dispatcher = CreateDispatcher(argCount)
		rawset(self, argCount, dispatcher)
		return dispatcher
	end
})
Dispatchers[0] = function(func)
	return xpcall(func, errorhandler)
end
 
local function safecall(func, ...)
	return Dispatchers[select('#', ...)](func, ...)
end

local lastint = floor(GetTime() * HZ)

----------------------------------------------------------------------
-- OnUpdate handler
--
-- traverse buckets, always chasing "now", and fire timers that have expired

local function OnUpdate()
	local now = GetTime()
	local nowint = floor(now * HZ)
	
	-- Have we passed into a new hash bucket?
	if nowint == lastint then return end
	
	local soon = now + 1 -- +1 is safe as long as 1 < HZ < BUCKETS/2
	
	-- Pass through each bucket at most once
	-- Happens on e.g. instance loads, but COULD happen on high local load situations also
	for curint = (max(lastint, nowint - BUCKETS) + 1), nowint do -- loop until we catch up with "now", usually only 1 iteration
		local curbucket = (curint % BUCKETS)+1
		-- Yank the list of timers out of the bucket and empty it. This allows reinsertion in the currently-processed bucket from callbacks.
		local nexttimer = hash[curbucket]
		hash[curbucket] = false	-- false rather than nil to prevent the array from becoming a hash

		while nexttimer do
			local timer = nexttimer
			nexttimer = timer.next
			local when = timer.when
			
			if when < soon then
				-- Call the timer func, either as a method on given object, or a straight function ref
				local callback = timer.callback
				if type(callback) == "string" then
					safecall(timer.object[callback], timer.object, timer.arg)
				elseif callback then
					safecall(callback, timer.arg)
				else
					-- probably nilled out by CancelTimer
					timer.delay = nil -- don't reschedule it
				end

				local delay = timer.delay	-- NOW make a local copy, can't do it earlier in case the timer cancelled itself in the callback
				
				if not delay then
					-- single-shot timer (or cancelled)
					AceTimer.selfs[timer.object][tostring(timer)] = nil
					timerCache = timer
				else
					-- repeating timer
					local newtime = when + delay
					if newtime < now then -- Keep lag from making us firing a timer unnecessarily. (Note that this still won't catch too-short-delay timers though.)
						newtime = now + delay
					end
					timer.when = newtime
					
					-- add next timer execution to the correct bucket
					local bucket = (floor(newtime * HZ) % BUCKETS) + 1
					timer.next = hash[bucket]
					hash[bucket] = timer
				end
			else -- if when>=soon 
				-- reinsert (yeah, somewhat expensive, but shouldn't be happening too often either due to hash distribution)
				timer.next = hash[curbucket]
				hash[curbucket] = timer
			end -- if when<soon ... else
		end -- while nexttimer do
	end -- for curint=lastint,nowint
	
	lastint = nowint
end

-----------------------------------------------------------------------
-- Reg( callback, delay, arg, repeating )
--
-- callback( function or string ) - direct function ref or method name in our object for the callback
-- delay(int) - delay for the timer
-- arg(variant) - any argument to be passed to the callback function
-- repeating(boolean) - repeating timer, or oneshot
--
-- returns the handle of the timer for later processing (canceling etc)
local function Reg(self, callback, delay, arg, repeating)
	if type(callback) ~= "string" and type(callback) ~= "function" then 
		local error_origin = repeating and "ScheduleRepeatingTimer" or "ScheduleTimer"
		error(MAJOR..": " .. error_origin .. "(callback, delay, arg): 'callback' - function or method name expected.", 3)
	end
	if type(callback) == "string" then
		if type(self)~="table" then
			local error_origin = repeating and "ScheduleRepeatingTimer" or "ScheduleTimer"
			error(MAJOR..": " .. error_origin .. "(\"methodName\", delay, arg): 'self' - must be a table.", 3)
		end
		if type(self[callback]) ~= "function" then 
			local error_origin = repeating and "ScheduleRepeatingTimer" or "ScheduleTimer"
			error(MAJOR..": " .. error_origin .. "(\"methodName\", delay, arg): 'methodName' - method not found on target object.", 3)
		end
	end
	
	if delay < (1 / (HZ - 1)) then
		delay = 1 / (HZ - 1)
	end
	
	-- Create and stuff timer in the correct hash bucket
	local now = GetTime()
	
	local timer = timerCache or {}	-- Get new timer object (from cache if available)
	timerCache = nil
	
	timer.object = self
	timer.callback = callback
	timer.delay = (repeating and delay)
	timer.arg = arg
	timer.when = now + delay

	local bucket = (floor((now+delay)*HZ) % BUCKETS) + 1
	timer.next = hash[bucket]
	hash[bucket] = timer
	
	-- Insert timer in our self->handle->timer registry
	local handle = tostring(timer)
	
	local selftimers = AceTimer.selfs[self]
	if not selftimers then
		selftimers = {}
		AceTimer.selfs[self] = selftimers
	end
	selftimers[handle] = timer
	selftimers.__ops = (selftimers.__ops or 0) + 1
	
	return handle
end


-----------------------------------------------------------------------
-- AceTimer:ScheduleTimer( callback, delay, arg )
-- AceTimer:ScheduleRepeatingTimer( callback, delay, arg )
--
-- callback( function or string ) - direct function ref or method name in our object for the callback
-- delay(int) - delay for the timer
-- arg(variant) - any argument to be passed to the callback function
--
-- returns a handle to the timer, which is used for cancelling it
function AceTimer:ScheduleTimer(callback, delay, arg)
	return Reg(self, callback, delay, arg)
end

function AceTimer:ScheduleRepeatingTimer(callback, delay, arg)
	return Reg(self, callback, delay, arg, true)
end


-----------------------------------------------------------------------
-- AceTimer:CancelTimer(handle)
--
-- handle - Opaque object given by ScheduleTimer
-- silent - true: Do not error if the timer does not exist / is already cancelled. Default: false
--
-- Cancels a timer with the given handle, registered by the same 'self' as given in ScheduleTimer
--
-- Returns true if a timer was cancelled

function AceTimer:CancelTimer(handle, silent)
	if not handle then return end -- nil handle -> bail out without erroring
	if type(handle)~="string" then
		error(MAJOR..": CancelTimer(handle): 'handle' - expected a string", 2)	-- for now, anyway
	end
	local selftimers = AceTimer.selfs[self]
	local timer = selftimers and selftimers[handle]
	if silent then
		if timer then
			timer.callback = nil	-- don't run it again
			timer.delay = nil		-- if this is the currently-executing one: don't even reschedule 
			-- The timer object is removed in the OnUpdate loop
		end
		return not not timer	-- might return "true" even if we double-cancel. we'll live.
	else
		if not timer then
			geterrorhandler()(MAJOR..": CancelTimer(handle[, silent]): '"..tostring(handle).."' - no such timer registered")
			return false
		end
		if not timer.callback then 
			geterrorhandler()(MAJOR..": CancelTimer(handle[, silent]): '"..tostring(handle).."' - timer already cancelled or expired")
			return false
		end
		timer.callback = nil	-- don't run it again
		timer.delay = nil		-- if this is the currently-executing one: don't even reschedule 
		return true
	end
end


-----------------------------------------------------------------------
-- AceTimer:CancelAllTimers()
--
-- Cancels all timers registered to given 'self'
function AceTimer:CancelAllTimers()
	if not(type(self)=="string" or type(self)=="table") then
		error(MAJOR..": CancelAllTimers(): 'self' - must be a string or a table",2)
	end
	if self==AceTimer then
		error(MAJOR..": CancelAllTimers(): supply a meaningful 'self'", 2)
	end
	
	local selftimers = AceTimer.selfs[self]
	if selftimers then
		for handle,v in pairs(selftimers) do
			if type(v)=="table" then	-- avoid __ops, etc
				AceTimer.CancelTimer(self, handle, true)
			end
		end
	end
end



-----------------------------------------------------------------------
-- PLAYER_REGEN_ENABLED: Run through our .selfs[] array step by step
-- and clean it out - otherwise the table indices can grow indefinitely
-- if an addon starts and stops a lot of timers. AceBucket does this!
--
-- See ACE-94 and tests/AceTimer-3.0-ACE-94.lua

local lastCleaned = nil

local function OnEvent(this, event)
	if event~="PLAYER_REGEN_ENABLED" then
		return
	end
	
	-- Get the next 'self' to process
	local selfs = AceTimer.selfs
	local self = next(selfs, lastCleaned)
	if not self then
		self = next(selfs)
	end
	lastCleaned = self
	if not self then	-- should only happen if .selfs[] is empty
		return
	end
	
	-- Time to clean it out?
	local list = selfs[self]
	if (list.__ops or 0) < 250 then	-- 250 slosh indices = ~10KB wasted (max!). For one 'self'.
		return
	end
	
	-- Create a new table and copy all members over
	local newlist = {}
	local n=0
	for k,v in pairs(list) do
		newlist[k] = v
		n=n+1
	end
	newlist.__ops = 0	-- Reset operation count
	
	-- And since we now have a count of the number of live timers, check that it's reasonable. Emit a warning if not.
	if n>BUCKETS then
		DEFAULT_CHAT_FRAME:AddMessage(MAJOR..": Warning: The addon/module '"..tostring(self).."' has "..n.." live timers. Surely that's not intended?")
	end
	
	selfs[self] = newlist
end

-----------------------------------------------------------------------
-- Embed handling

AceTimer.embeds = AceTimer.embeds or {}

local mixins = {
	"ScheduleTimer", "ScheduleRepeatingTimer", 
	"CancelTimer", "CancelAllTimers"
}

function AceTimer:Embed(target)
	AceTimer.embeds[target] = true
	for _,v in pairs(mixins) do
		target[v] = AceTimer[v]
	end
	return target
end

--AceTimer:OnEmbedDisable( target )
-- target (object) - target object that AceTimer is embedded in.
--
-- cancel all timers registered for the object
function AceTimer:OnEmbedDisable( target )
	target:CancelAllTimers()
end


for addon in pairs(AceTimer.embeds) do
	AceTimer:Embed(addon)
end

-----------------------------------------------------------------------
-- Debug tools (expose copies of internals to test suites)
AceTimer.debug = AceTimer.debug or {}
AceTimer.debug.HZ = HZ
AceTimer.debug.BUCKETS = BUCKETS

-----------------------------------------------------------------------
-- Finishing touchups

AceTimer.frame:SetScript("OnUpdate", OnUpdate)
AceTimer.frame:SetScript("OnEvent", OnEvent)
AceTimer.frame:RegisterEvent("PLAYER_REGEN_ENABLED")

-- In theory, we should hide&show the frame based on there being timers or not.
-- However, this job is fairly expensive, and the chance that there will 
-- actually be zero timers running is diminuitive to say the lest.
