package timer import ( "sync" ) // BlockMeter calculates block time interval dynamically. type BlockMeter func() (uint32, error) // BlockTickHandler is a callback of a certain block advance. type BlockTickHandler func() // BlockTimer represents block timer. // // It can tick the blocks and perform certain actions // on block time intervals. type BlockTimer struct { rolledBack bool mtx sync.Mutex dur BlockMeter baseDur uint32 mul, div uint32 cur, tgt uint32 last uint32 h BlockTickHandler ps []BlockTimer once bool deltaCfg } // DeltaOption is an option of delta-interval handler. type DeltaOption func(*deltaCfg) type deltaCfg struct { pulse bool } // WithPulse returns option to call delta-interval handler multiple times. func WithPulse() DeltaOption { return func(c *deltaCfg) { c.pulse = true } } // StaticBlockMeter returns BlockMeters that always returns (d, nil). func StaticBlockMeter(d uint32) BlockMeter { return func() (uint32, error) { return d, nil } } // NewBlockTimer creates a new BlockTimer. // // Reset should be called before timer ticking. func NewBlockTimer(dur BlockMeter, h BlockTickHandler) *BlockTimer { return &BlockTimer{ dur: dur, mul: 1, div: 1, h: h, deltaCfg: deltaCfg{ pulse: true, }, } } // NewOneTickTimer creates a new BlockTimer that ticks only once. // // Do not use delta handlers with pulse in this timer. func NewOneTickTimer(dur BlockMeter, h BlockTickHandler) *BlockTimer { return &BlockTimer{ dur: dur, mul: 1, div: 1, h: h, once: true, } } // OnDelta registers handler which is executed on (mul / div * BlockMeter()) block // after basic interval reset. // // If WithPulse option is provided, handler is executed (mul / div * BlockMeter()) block // during base interval. func (t *BlockTimer) OnDelta(mul, div uint32, h BlockTickHandler, opts ...DeltaOption) { c := deltaCfg{ pulse: false, } for i := range opts { opts[i](&c) } t.ps = append(t.ps, BlockTimer{ mul: mul, div: div, h: h, once: t.once, deltaCfg: c, }) } // Reset resets previous ticks of the BlockTimer. // // Returns BlockMeter's error upon occurrence. func (t *BlockTimer) Reset() error { d, err := t.dur() if err != nil { return err } t.mtx.Lock() t.resetWithBaseInterval(d) for i := range t.ps { t.ps[i].resetWithBaseInterval(d) } t.mtx.Unlock() return nil } func (t *BlockTimer) resetWithBaseInterval(d uint32) { t.rolledBack = false t.baseDur = d t.reset() } func (t *BlockTimer) reset() { mul, div := t.mul, t.div if !t.pulse && t.rolledBack && mul < div { mul, div = 1, 1 } delta := mul * t.baseDur / div if delta == 0 { delta = 1 } t.tgt = delta t.cur = 0 } // Tick ticks one block in the BlockTimer. // // Executes all callbacks which are awaiting execution at the new block. func (t *BlockTimer) Tick(h uint32) { t.mtx.Lock() t.tick(h) t.mtx.Unlock() } func (t *BlockTimer) tick(h uint32) { if h != 0 && t.last == h { return } t.last = h t.cur++ if t.cur == t.tgt { // it would be advisable to optimize such execution, for example: // 1. push handler to worker pool t.wp.Submit(h); // 2. call t.tickH(h) t.h() if !t.once { t.cur = 0 t.rolledBack = true t.reset() } } for i := range t.ps { t.ps[i].tick(h) } }