refactor(waitFor): use GetGameTimer to timeout callbacks

Corrected error message output to ms.
Resolves #518.
This commit is contained in:
Linden
2024-03-18 18:48:57 +11:00
parent 591fb022f9
commit 2190cd32f4
2 changed files with 10 additions and 25 deletions

View File

@@ -93,7 +93,7 @@ export interface VehicleProperties {
modLightbar: number;
windows: number[];
doors: number[];
tyres: Record<number | string, 1 | 2>
tyres: Record<number | string, 1 | 2>;
leftHeadlight: boolean;
rightHeadlight: boolean;
frontBumper: boolean;
@@ -113,22 +113,17 @@ export async function waitFor<T>(cb: () => T, errMessage?: string, timeout?: num
if (timeout || timeout == null) {
if (typeof timeout !== 'number') timeout = 1000;
if (IsDuplicityVersion()) timeout /= 50;
else timeout -= GetFrameTime() * 1000;
}
const start = GetGameTimer();
let id: number;
let i = 0;
const p = new Promise<T>((resolve, reject) => {
id = setTick(async () => {
if (timeout) {
i++;
const elapsed = timeout && GetGameTimer() - start;
if (i > timeout)
return reject(`${errMessage || 'failed to resolve callback'} (waited ${(GetGameTimer() - start) / 1000}ms)`);
if (elapsed && elapsed > (timeout as number)) {
return reject(`${errMessage || 'failed to resolve callback'} (waited ${elapsed}ms)`);
}
value = await cb();