Chapter 6.7: Timers & CallQueue
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Wprowadzenie
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:
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 categoriesAccess the queue for a category:
ScriptCallQueue queue = GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY);
ScriptInvoker updater = GetGame().GetUpdateQueue(CALL_CATEGORY_GAMEPLAY);
TimerQueue timers = GetGame().GetTimerQueue(CALL_CATEGORY_GAMEPLAY);ScriptCallQueue
File: 3_Game/tools/utilityclasses.c
The primary mechanism for deferred function calls. Supports one-shot delays, repeating calls, and immediate next-frame execution.
CallLater
void CallLater(func fn, int delay = 0, bool repeat = false,
void param1 = NULL, void param2 = NULL,
void param3 = NULL, void param4 = NULL);| Parameter | Description |
|---|---|
fn | The function to call (method reference: this.MyMethod) |
delay | Delay in milliseconds (0 = next frame) |
repeat | true = call repeatedly at delay intervals; false = call once |
param1..4 | Optional parameters passed to the function |
Example --- one-shot delay:
// Call MyFunction once after 5 seconds
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.MyFunction, 5000, false);Example --- repeating call:
// Call UpdateLoop every 1 second, repeating
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.UpdateLoop, 1000, true);Example --- with parameters:
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
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).
Example:
// Execute next frame
GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).Call(this.Initialize);CallByName
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.
Example:
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallByName(
myObject, "OnTimerExpired", 3000, false
);Remove
void Remove(func fn);Removes a scheduled call. Essential for stopping repeating calls and preventing calls on destroyed objects.
Example:
// Stop a repeating call
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Remove(this.UpdateLoop);RemoveByName
void RemoveByName(Class obj, string fnName);Remove a call scheduled via CallByName.
Tick
void Tick(float timeslice);Called internally by the engine each frame. You should never need to call this manually.
Timer
File: 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.
Konstruktor
void Timer(int category = CALL_CATEGORY_SYSTEM);Run
void Run(float duration, Class obj, string fn_name, Param params = null, bool loop = false);| Parameter | Description |
|---|---|
duration | Time in seconds (not milliseconds!) |
obj | The object whose method will be called |
fn_name | Method name as string |
params | Optional Param object with parameters |
loop | true = repeat after each duration |
Example --- one-shot timer:
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!");
}Example --- repeating timer:
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
void Stop();Stops the timer. Can be restarted with another Run() call.
IsRunning
bool IsRunning();Returns true if the timer is currently active.
GetRemaining
float GetRemaining();Returns the remaining time in seconds.
GetDuration
float GetDuration();Returns the total duration set by Run().
ScriptInvoker
File: 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
void Insert(func fn);Register a callback function.
Remove
void Remove(func fn);Unregister a callback function.
Invoke
void Invoke(void param1 = NULL, void param2 = NULL,
void param3 = NULL, void param4 = NULL);Call all registered functions with the provided parameters.
Count
int Count();Number of registered callbacks.
Clear
void Clear();Remove all registered callbacks.
Example --- custom event system:
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:
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
File: 3_Game/tools/utilityclasses.c
A specialized timer for fading widgets in and out.
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();
}| Parameter | Description |
|---|---|
w | The widget to fade |
time | Duration of the fade in seconds |
continue_from_current | If true, start from current alpha; otherwise start from 0 (fade in) or 1 (fade out) |
Example:
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);
}Typowe wzorce
Timer Accumulator (Throttled OnUpdate)
When you have a per-frame callback but want to run logic at a slower rate:
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:
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:
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
}Podsumowanie
| Mechanism | Use Case | Time Unit |
|---|---|---|
CallLater | One-shot or repeating deferred calls | Milliseconds |
Call | Execute next frame | N/A (immediate) |
Timer | Class-based timer with start/stop/remaining | Seconds |
ScriptInvoker | Event/delegate (observer pattern) | N/A (manual invoke) |
WidgetFadeTimer | Widget fade-in/fade-out | Seconds |
GetUpdateQueue() | Per-frame callback registration | N/A (every frame) |
| Concept | Key Point |
|---|---|
| Categories | CALL_CATEGORY_SYSTEM (0), GUI (1), GAMEPLAY (2) |
| Remove calls | Always Remove() in destructor to prevent dangling references |
| Timer vs CallLater | Timer is seconds + class-based; CallLater is milliseconds + functional |
| ScriptInvoker | Insert/Remove callbacks, Invoke to fire all |
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