Skip to content

Capítulo 6.7: Timers y CallQueue

Inicio | << Anterior: Notifications | Timers & CallQueue | Siguiente: File I/O & JSON >>


Introducción

DayZ provides several mechanisms for deferred and repeating function calls: ScriptCallQueue (the primary system), Timer, ScriptInvoker, and WidgetFadeTimer. These are essential for scheduling delayed logic, creating update loops, and managing timed events without blocking the main thread. This chapter covers each mechanism with full API signatures and usage patterns.


Call Categories

All timer and call queue systems require a call category that determines when the deferred call executes within the frame:

c
const int CALL_CATEGORY_SYSTEM   = 0;   // System-level operations
const int CALL_CATEGORY_GUI      = 1;   // UI updates
const int CALL_CATEGORY_GAMEPLAY = 2;   // Gameplay logic
const int CALL_CATEGORY_COUNT    = 3;   // Total number of categories

Access the queue for a category:

c
ScriptCallQueue  queue   = GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY);
ScriptInvoker    updater = GetGame().GetUpdateQueue(CALL_CATEGORY_GAMEPLAY);
TimerQueue       timers  = GetGame().GetTimerQueue(CALL_CATEGORY_GAMEPLAY);

ScriptCallQueue

Archivo: 3_Game/tools/utilityclasses.c

The primary mechanism for deferred function calls. Supports one-shot delays, repeating calls, and immediate next-frame execution.

CallLater

c
void CallLater(func fn, int delay = 0, bool repeat = false,
               void param1 = NULL, void param2 = NULL,
               void param3 = NULL, void param4 = NULL);
ParámetroDescripción
fnThe function to call (method reference: this.MyMethod)
delayDelay in milliseconds (0 = next frame)
repeattrue = call repeatedly at delay intervals; false = call once
param1..4Optional parameters passed to the function

Ejemplo --- one-shot delay:

c
// Call MyFunction once after 5 seconds
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.MyFunction, 5000, false);

Ejemplo --- repeating call:

c
// Call UpdateLoop every 1 second, repeating
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.UpdateLoop, 1000, true);

Ejemplo --- with parameters:

c
void ShowMessage(string text, int color)
{
    Print(text);
}

// Call with parameters after 2 seconds
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(
    this.ShowMessage, 2000, false, "Hello!", ARGB(255, 255, 0, 0)
);

Call

c
void Call(func fn, void param1 = NULL, void param2 = NULL,
          void param3 = NULL, void param4 = NULL);

Executes the function on the next frame (delay = 0, no repeat). Shorthand for CallLater(fn, 0, false).

Ejemplo:

c
// Execute next frame
GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).Call(this.Initialize);

CallByName

c
void CallByName(Class obj, string fnName, int delay = 0, bool repeat = false,
                Param par = null);

Call a method by its string name. Useful when the method reference is not directly available.

Ejemplo:

c
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallByName(
    myObject, "OnTimerExpired", 3000, false
);

Remove

c
void Remove(func fn);

Removes a scheduled call. Essential for stopping repeating calls and preventing calls on destroyed objects.

Ejemplo:

c
// Stop a repeating call
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Remove(this.UpdateLoop);

RemoveByName

c
void RemoveByName(Class obj, string fnName);

Remove a call scheduled via CallByName.

Tick

c
void Tick(float timeslice);

Called internally by the engine each frame. You should never need to call this manually.


Timer

Archivo: 3_Game/tools/utilityclasses.c

A class-based timer with explicit start/stop lifecycle. Cleaner for long-lived timers that need to be paused or restarted.

Constructor

c
void Timer(int category = CALL_CATEGORY_SYSTEM);

Run

c
void Run(float duration, Class obj, string fn_name, Param params = null, bool loop = false);
ParámetroDescripción
durationTime in seconds (not milliseconds!)
objThe object whose method will be called
fn_nameMethod name as string
paramsOptional Param object with parameters
looptrue = repeat after each duration

Ejemplo --- one-shot timer:

c
ref Timer m_Timer;

void StartTimer()
{
    m_Timer = new Timer(CALL_CATEGORY_GAMEPLAY);
    m_Timer.Run(5.0, this, "OnTimerComplete", null, false);
}

void OnTimerComplete()
{
    Print("Timer finished!");
}

Ejemplo --- repeating timer:

c
ref Timer m_UpdateTimer;

void StartUpdateLoop()
{
    m_UpdateTimer = new Timer(CALL_CATEGORY_GAMEPLAY);
    m_UpdateTimer.Run(1.0, this, "OnUpdate", null, true);  // Every 1 second
}

void StopUpdateLoop()
{
    if (m_UpdateTimer && m_UpdateTimer.IsRunning())
        m_UpdateTimer.Stop();
}

Stop

c
void Stop();

Stops the timer. Can be restarted with another Run() call.

IsRunning

c
bool IsRunning();

Returns true if the timer is currently active.

Pause

c
void Pause();

Pauses a running timer, preserving the remaining time. The timer can be resumed with Continue().

Continue

c
void Continue();

Resumes a paused timer from where it left off.

IsPaused

c
bool IsPaused();

Returns true if the timer is currently paused.

Ejemplo --- pause and resume:

c
ref Timer m_Timer;

void StartTimer()
{
    m_Timer = new Timer(CALL_CATEGORY_GAMEPLAY);
    m_Timer.Run(10.0, this, "OnTimerComplete", null, false);
}

void TogglePause()
{
    if (m_Timer.IsPaused())
        m_Timer.Continue();
    else
        m_Timer.Pause();
}

GetRemaining

c
float GetRemaining();

Returns the remaining time in seconds.

GetDuration

c
float GetDuration();

Returns the total duration set by Run().


ScriptInvoker

Archivo: 3_Game/tools/utilityclasses.c

An event/delegate system. ScriptInvoker holds a list of callback functions and invokes all of them when Invoke() is called. This is DayZ's equivalent of C# events or the observer pattern.

Insert

c
void Insert(func fn);

Register a callback function.

Remove

c
void Remove(func fn);

Unregister a callback function.

Invoke

c
void Invoke(void param1 = NULL, void param2 = NULL,
            void param3 = NULL, void param4 = NULL);

Call all registered functions with the provided parameters.

Count

c
int Count();

Number of registered callbacks.

Clear

c
void Clear();

Remove all registered callbacks.

Ejemplo --- custom event system:

c
class MyModule
{
    ref ScriptInvoker m_OnMissionComplete = new ScriptInvoker();

    void CompleteMission()
    {
        // Do completion logic...

        // Notify all listeners
        m_OnMissionComplete.Invoke("MissionAlpha", 1500);
    }
}

class MyUI
{
    void Init(MyModule module)
    {
        // Subscribe to the event
        module.m_OnMissionComplete.Insert(this.OnMissionComplete);
    }

    void OnMissionComplete(string name, int reward)
    {
        Print(string.Format("Mission %1 complete! Reward: %2", name, reward));
    }

    void Cleanup(MyModule module)
    {
        // Always unsubscribe to prevent dangling references
        module.m_OnMissionComplete.Remove(this.OnMissionComplete);
    }
}

Update Queue

The engine provides per-frame ScriptInvoker queues:

c
ScriptInvoker updater = GetGame().GetUpdateQueue(CALL_CATEGORY_GAMEPLAY);
updater.Insert(this.OnFrame);

// Remove when done
updater.Remove(this.OnFrame);

Functions registered on the update queue are called every frame with no parameters. This is useful for per-frame logic without using EntityEvent.FRAME.


WidgetFadeTimer

Archivo: 3_Game/tools/utilityclasses.c

A specialized timer for fading widgets in and out.

c
class WidgetFadeTimer
{
    void FadeIn(Widget w, float time, bool continue_from_current = false);
    void FadeOut(Widget w, float time, bool continue_from_current = false);
    bool IsFading();
    void Stop();
}
ParámetroDescripción
wThe widget to fade
timeDuration of the fade in seconds
continue_from_currentIf true, start from current alpha; otherwise start from 0 (fade in) or 1 (fade out)

Ejemplo:

c
ref WidgetFadeTimer m_FadeTimer;
Widget m_NotificationPanel;

void ShowNotification()
{
    m_NotificationPanel.Show(true);
    m_FadeTimer = new WidgetFadeTimer;
    m_FadeTimer.FadeIn(m_NotificationPanel, 0.3);

    // Auto-hide after 5 seconds
    GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(this.HideNotification, 5000, false);
}

void HideNotification()
{
    m_FadeTimer.FadeOut(m_NotificationPanel, 0.5);
}

GetRemainingTime (CallQueue)

The ScriptCallQueue also provides a way to query how much time is left on a scheduled CallLater:

c
float GetRemainingTime(Class obj, string fnName);

Ejemplo:

c
// Get how much time is left on a CallLater
float remaining = GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).GetRemainingTime(this, "MyCallback");
if (remaining > 0)
    Print(string.Format("Callback fires in %1 ms", remaining));

Patrones Comunes

Timer Accumulator (Throttled OnUpdate)

When you have a per-frame callback but want to run logic at a slower rate:

c
class MyModule
{
    protected float m_UpdateAccumulator;
    protected const float UPDATE_INTERVAL = 2.0;  // Every 2 seconds

    void OnUpdate(float timeslice)
    {
        m_UpdateAccumulator += timeslice;
        if (m_UpdateAccumulator < UPDATE_INTERVAL)
            return;
        m_UpdateAccumulator = 0;

        // Throttled logic here
        DoPeriodicWork();
    }
}

Cleanup Pattern

Always remove scheduled calls when your object is destroyed to prevent crashes:

c
class MyManager
{
    void MyManager()
    {
        GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.Tick, 1000, true);
    }

    void ~MyManager()
    {
        GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Remove(this.Tick);
    }

    void Tick()
    {
        // Periodic work
    }
}

One-Shot Delayed Init

A common pattern for initializing systems after the world is fully loaded:

c
void OnMissionStart()
{
    // Delay init by 1 second to ensure everything is loaded
    GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(this.DelayedInit, 1000, false);
}

void DelayedInit()
{
    // Safe to access world objects now
}

Resumen

MechanismUse CaseTime Unit
CallLaterOne-shot or repeating deferred callsMilliseconds
CallExecute next frameN/A (immediate)
TimerClass-based timer with start/stop/remainingSeconds
ScriptInvokerEvent/delegate (observer pattern)N/A (manual invoke)
WidgetFadeTimerWidget fade-in/fade-outSeconds
GetUpdateQueue()Per-frame callback registrationN/A (every frame)
ConceptoPunto Clave
CategoriesCALL_CATEGORY_SYSTEM (0), GUI (1), GAMEPLAY (2)
Remove callsAlways Remove() in destructor to prevent dangling references
Timer vs CallLaterTimer is seconds + class-based; CallLater is milliseconds + functional
ScriptInvokerInsert/Remove callbacks, Invoke to fire all

Mejores Prácticas

  • Always Remove() scheduled CallLater calls in your destructor. If the owning object is destroyed while a CallLater is still pending, the engine will call a method on a deleted object and crash. Every CallLater must have a matching Remove() in the destructor.
  • Use Timer (seconds) for long-lived timers with pause/resume, CallLater (milliseconds) for fire-and-forget delays. Mixing them up leads to off-by-1000x timing bugs since Timer.Run() uses seconds but CallLater uses milliseconds.
  • Throttle OnUpdate with a timer accumulator instead of registering a repeating CallLater. A CallLater with repeat creates a separate tracked entry in the queue, while an accumulator pattern (m_Acc += timeslice; if (m_Acc >= INTERVAL)) has zero overhead and is easier to tune.
  • Unsubscribe ScriptInvoker callbacks before the listener is destroyed. Forgetting to call Remove() on a ScriptInvoker leaves a dangling function reference that crashes when Invoke() fires.
  • Never call Tick() manually on ScriptCallQueue. The engine calls it automatically each frame. Manual calls double-fire all pending callbacks.

Compatibilidad e Impacto

Mod Compatibility: Timer systems are per-instance, so mods rarely conflict on timers directly. The risk is in shared ScriptInvoker events where multiple mods register callbacks.

  • Load Order: Timer and CallQueue systems are load-order independent. Each mod manages its own timers.
  • Modded Class Conflicts: No direct conflicts, but if two mods both override OnUpdate() on the same class (e.g., MissionServer) and one forgets super, the other's accumulator-based timers stop working.
  • Performance Impact: Each active CallLater with repeat = true is checked every frame. Hundreds of repeating calls degrade server tick rate. Prefer fewer timers with longer intervals, or use the accumulator pattern in OnUpdate.
  • Server/Client: CallLater and Timer work on both sides. Use CALL_CATEGORY_GAMEPLAY for game logic, CALL_CATEGORY_GUI for UI updates (client only), and CALL_CATEGORY_SYSTEM for low-level operations.

Observado en Mods Reales

These patterns were confirmed by studying the source code of professional DayZ mods.

PatrónModFile/Location
Destructor Remove() cleanup for every CallLater registrationCOTModule manager lifecycle
ScriptInvoker event bus for cross-module notificationsExpansionExpansionEventBus
Timer with Pause()/Continue() for logout countdownVanillaMissionServer logout system
Accumulator pattern in OnUpdate for 5-second periodic checksDabs FrameworkModule tick scheduling

<< Anterior: Notifications | Timers & CallQueue | Siguiente: File I/O & JSON >>

Released under CC BY-SA 4.0 | Code examples under MIT License