Module Core.Scheduler
Core - Prepares and handles the execution of functions over scheduled time (intervals).
Features:
- Schedule functions over time,
- optionally in an optional specified time interval,
- optionally repeating with a specified time repeat interval,
- optionally randomizing with a specified time interval randomization factor,
- optionally stop the repeating after a specified time interval.
Demo Missions
SCHEDULER Demo Missions source code
SCHEDULER Demo Missions, only for beta testers
ALL Demo Missions pack of the last release
YouTube Channel
SCHEDULER YouTube Channel (none)
Contributions:
- FlightControl : Concept & Testing
Authors:
- FlightControl : Design & Programming
Global(s)
Global SCHEDULER |
Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization. |
Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
A SCHEDULER can manage multiple (repeating) schedules. Each planned or executing schedule has a unique ScheduleID. The ScheduleID is returned when the method SCHEDULER.Schedule() is called. It is recommended to store the ScheduleID in a variable, as it is used in the methods SCHEDULER.Start() and SCHEDULER.Stop(), which can start and stop specific repeating schedules respectively within a SCHEDULER object.
SCHEDULER constructor
The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
The SCHEDULER.New() method returns 2 variables:
- The SCHEDULER object reference.
- The first schedule planned in the SCHEDULER object.
To clarify the different appliances, lets have a look at the following examples:
Construct a SCHEDULER object without a persistent schedule.
SCHEDULER.New( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
SchedulerObject = SCHEDULER:New() SchedulerID = SchedulerObject:Schedule( nil, ScheduleFunction, {} )
The above example creates a new SchedulerObject, but does not schedule anything. A separate schedule is created by using the SchedulerObject using the method :Schedule..., which returns a ScheduleID
Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
SCHEDULER.New( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
ZoneObject = ZONE:New( "ZoneName" ) SchedulerObject = SCHEDULER:New( ZoneObject ) SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} ) ... ZoneObject = nil garbagecollect()
The above example creates a new SchedulerObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE. A separate schedule is created by using the SchedulerObject using the method :Schedule()..., which returns a ScheduleID Later in the logic, the ZoneObject is put to nil, and garbage is collected. As a result, the ScheduleObject will cancel any planned schedule.
Construct a SCHEDULER object with a persistent schedule.
SCHEDULER.New( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
SchedulerObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call. Note that 2 variables are returned here: SchedulerObject, ScheduleID...
Construct a SCHEDULER object without a schedule, but volatile to the Object existence...
SCHEDULER.New( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
ZoneObject = ZONE:New( "ZoneName" ) SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} ) SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} ) ... ZoneObject = nil garbagecollect()
The above example creates a new SchedulerObject, and schedules a method call (ScheduleFunction), and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject). Both a ScheduleObject and a SchedulerID variable are returned. Later in the logic, the ZoneObject is put to nil, and garbage is collected. As a result, the ScheduleObject will cancel the planned schedule.
SCHEDULER timer stopping and (re-)starting.
The SCHEDULER can be stopped and restarted with the following methods:
SCHEDULER.Start(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.
SCHEDULER.Stop(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.
ZoneObject = ZONE:New( "ZoneName" ) SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} ) SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 10 ) ... SchedulerObject:Stop( SchedulerID ) ... SchedulerObject:Start( SchedulerID )
The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call.
Note that 2 variables are returned here: SchedulerObject, ScheduleID...
Later in the logic, the repeating schedule with SchedulerID is stopped.
A bit later, the repeating schedule with SchedulerId is (re)-started.
Create a new schedule
With the method SCHEDULER.Schedule() a new time event can be scheduled. This method is used by the :New() constructor when a new schedule is planned.
Consider the following code fragment of the SCHEDULER object creation.
ZoneObject = ZONE:New( "ZoneName" )
SchedulerObject = SCHEDULER:New( ZoneObject )
Several parameters can be specified that influence the behaviour of a Schedule.
A single schedule, immediately executed
SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} )
The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ...
A single schedule, planned over time
SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ...
A schedule with a repeating time interval, planned over time
SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds, and repeating 60 every seconds ...
A schedule with a repeating time interval, planned over time, with time interval randomization
SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
and repeating 60 seconds, with a 50% time interval randomization ...
So the repeating time interval will be randomized using the 0.5,
and will calculate between 60 - ( 60 * 0.5 ) and 60 + ( 60 * 0.5 ) for each repeat,
which is in this example between 30 and 90 seconds.
A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval
SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
The schedule will repeat every 60 seconds.
So the repeating time interval will be randomized using the 0.5,
and will calculate between 60 - ( 60 * 0.5 ) and 60 + ( 60 * 0.5 ) for each repeat,
which is in this example between 30 and 90 seconds.
The schedule will stop after 300 seconds.
Type(s)
| Fields and Methods inherited from SCHEDULER | Description |
|---|---|
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Clears all pending schedules. |
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SCHEDULER constructor. |
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Removes a specific schedule if a valid ScheduleID is provided. |
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Schedule a new time event. |
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the ID of the scheduler. |
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(Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided. |
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Stops the schedules or a specific schedule if a valid ScheduleID is provided. |
| Fields and Methods inherited from BASE | Description |
|---|---|
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The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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SCHEDULER:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
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Creation of a Crash Event. |
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Creation of a Dead Event. |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an object is completely destroyed. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
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Occurs when a mission ends |
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Occurs when a mission starts |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Schedule a new time event. |
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SCHEDULER:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
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Stops the Schedule. |
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Set the Class Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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SCHEDULER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SCHEDULER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The SCHEDULER class
Field(s)
the ID of the scheduler.
Function(s)
SCHEDULER constructor.
Defined in:
SCHEDULER
Parameters:
#table SchedulerObject
Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table SchedulerArguments
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
Return values:
Removes a specific schedule if a valid ScheduleID is provided.
Defined in:
SCHEDULER
Parameter:
#number ScheduleID
(optional) The ScheduleID of the planned (repeating) schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
SCHEDULER
Parameters:
#table SchedulerObject
Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table SchedulerArguments
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
Return value:
#number:
The ScheduleID of the planned schedule.
(Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided.
Defined in:
SCHEDULER
Parameter:
#number ScheduleID
(optional) The ScheduleID of the planned (repeating) schedule.
Stops the schedules or a specific schedule if a valid ScheduleID is provided.
Defined in:
SCHEDULER
Parameter:
#number ScheduleID
(optional) The ScheduleID of the planned (repeating) schedule.
Field(s)
the ID of the scheduler.
Function(s)
Clear the state of an object.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
StateName
The key that is should be cleared.
Creation of a Birth Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
#string IniUnitName
The initiating unit name.
place
subplace
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Defined in:
Parameters:
#BASE Child
is the Child class from which the Parent class needs to be retrieved.
FromClass
Return value:
Get a Value given a Key from the Object.
Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
Key
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
Return value:
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
Subscribe to a DCS Event.
Defined in:
Parameters:
Core.Event#EVENTS Event
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an object is completely destroyed.
initiator : The unit that is was destroyed.
Occurs when a ground unit captures either an airbase or a farp.
initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
initiator : The unit that has crashed
Occurs when an object is dead.
initiator : The unit that is dead.
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
initiator : The unit that had the failure
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.
Can be an Airbase Object, FARP, or Ships
Occurs when a mission ends
Occurs when a mission starts
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. initiator : The unit that the pilot has died in.
Occurs when any player assumes direct control of a unit.
initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
initiator : The unit that was receiving fuel.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. initiator : The unit that was doing the shooing.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. initiator : The unit that is doing the shooing. target: The unit that is being targeted.
Occurs whenever any unit in a mission fires a weapon.
But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.
Occurs when an aircraft takes off from an airbase, farp, or ship.
initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#number:
The ScheduleID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#number:
The ScheduleID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
Set the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that will hold the Value set by the Key.
Key
The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
Value
The value to is stored in the object.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class.
@param #BASE self
@param DCS#Event event