Indirection is a system for calling function pointers in a generic and type-safe way. Instead of CallLocalFunction
, Call
, defer
, Callback_Call
, or any other method, this gives one common interface which can be extended by library authors; utilising tags for compile-time parameters:
Caller(Func:func<iisi>, playerid)
{
@.func(playerid, _:func, "Hello World", random(5));
}
Callee(playerid, func, string[], rand)
{
}
main()
{
Caller(&Callee, 42);
}
Simply install to your project:
sampctl package install Y-Less/indirection
Include in your code and begin using the library:
#include <indirection>
If the library supports it, you can call a function that takes another function using &
:
FuncThatWantsACallback(&MyCallback);
You can also use y_inline:
FuncThatWantsACallback(using inline MyInline);
Or you can use addressof
from amx_assembly:
FuncThatWantsACallback(addressof(MyCallback));
Functions that take other functions are type-safe, so a function that expects a callback that expects two integers will have a type of:
FuncThatWantsACallback(Func:callback<ii>)
{
}
Here ii
is the standard notation for two integer parameters. If you try and pass a function that does not take two integer parameters, the compiler will give a warning 202: number of arguments does not match definition
:
Caller(Func:func<iisi>, playerid)
{
@.func(playerid, _:func, "Hello World", random(5));
}
Callee(playerid, func, string[])
{
}
main()
{
Caller(&Callee, 42); // `Callee` is not `iisi`, but just `iis`.
}
Function pointers are just normal variables, and so can be passed around between functions as normal:
Caller(Func:func<iisi>, playerid)
{
@.func(playerid, _:func, "Hello World", random(5));
}
Intermediate(Func:func<iisi>)
{
Caller(func, 42);
}
Callee(playerid, func, string[], rand)
{
}
main()
{
Intermediate(&Callee);
}
The available "types" are: i
- any integer, f
- floats, a
- arrays, s
- strings, v
- references (&var
), x
- varargs (...
, must be last), tTag:
- tagged with Tag:
.
You can attach a single piece of metadata to a function. This is arbitrary data that you can access via the function handle:
Indirect_SetMeta(func, 5);
printf("%d", Indirect_GetMeta(func)); // Prints 5
This allows you to associate things like handles, for example a timer handle:
stock SetTimerCallback(Func:func<>, time, bool:repeat)
{
Indirect_Claim(func);
new timer = SetTimerEx("@y_inlineTimerInvoke", time, repeat, "ii", _:func, !repeat);
Indirect_SetMeta(func, timer);
return _:func;
}
There is also a second type of metadata, which you can pass at call time instead to @
to configure how the call is made:
@.timer[1000, true](playerid);
Assuming timer
is a handle to some timer function, the 1000
and true
would configure how the timer is called, while the playerid
is a parameter to the timer function itself. This separates information about how the function is called from information passed to the function. INDIRECTION_META_DATA_SIZE
defines how much metadata can be stored and defaults to 8
; it is stored in the variable INDIRECTION_META
and the amount is in INDIRECTION_COUNT
.
There is special handling in-built for callbacks that start with On
. This is almost identical to call
from y_als (indeed it is designed to replace it):
@.&OnPlayerConnect(playerid);
As with most calls this tries to use CALL@
for both the address and parameter types, but with some special handling to not use the lastest hook if there are any. These macros are pre-defined for all standard SA:MP callbacks in y_als, but can be custom defined for any other callback too:
#define CALL@OnCallbackExample%8() OnCallbackExample%8(0, 0.0, "", 0)
A parameter that takes a function pointer has the tag Func:
, and is followed by the type specifier for the function. For example OnPlayerCommandText
would be Func:func<is>
and OnUnoccupiedVehicleUpdate
would be Func:func<iiiffffff>
. In a function signature this would look like:
MyFunction(playerid, Func:func<ifis>)
{
}
Pointers are regular variables, so can be stored and copied as normal, with one small exception. This is fine:
MyFunction(playerid, Func:func<i>)
{
@.func(playerid);
}
This is not:
public TheFuture(playerid, Func:func<i>)
{
@.func(playerid);
}
MyFunction(playerid, Func:func<i>)
{
SetTimerEx("TheFuture", 1000, 0, "ii", playerid, _:func);
}
In this case, the function func
is used after the original function ends. If you pass the pointer in a timer, save it in a global variable, or in any other way store it to be used at some unknown point in the future you must first "claim" it:
MyFunction(playerid, Func:func<i>)
{
Indirect_Claim(func);
SetTimerEx("TheFuture", 1000, 0, "ii", playerid, _:func);
}
And later "release" it:
public TheFuture(playerid, Func:func<i>)
{
@.func(playerid);
Indirect_Release(func);
}
This is similar to the old y_inline Callback_Get
and Callback_Free
functions, but are not always needed, and are not restricted in when they can be called (those y_inline functions are now synonyms for the more generic indirection.inc functions).
As a library writer, the &
operator must be explicitly supported for your function-taking functions. This is done with a simple define:
MyFunction(playerid, Func:func<i>)
{
@.func(playerid);
}
#define MyFunction(%1,&%2) MyFunction(%1, addressof(%2<i>))
The second parameter of this define is &%2
, which means it will only match when users call your function with something like MyFunction(playerid, &Callback)
. In that case the &
is replaced with a typed call to addressof
. This does mean you have to specify the type twice - once in the function prototype and once in the define. Note, however, that the define can be more strict as the specifier in the function prototype must NOT use the specifier t
- all tagged vars are just types of integer:
Good:
MyFunction(playerid, Func:func<i>)
{
@.func(playerid);
}
#define MyFunction(%1,&%2) MyFunction(%1, addressof(%2<tFile:>))
Bad:
MyFunction(playerid, Func:func<tFile:>)
{
@.func(playerid);
}
#define MyFunction(%1,&%2) MyFunction(%1, addressof(%2<i>))
The function variable is one of three things.
-
A function pointer, in which case it will point somewhere in the
COD
section. -
A string pointer, in which case it will point to a string in the
DAT
section, RELATIVE TODAT
. This relativity is how indirection.inc can tell the difference. SinceDAT
followsCOD
, any data pointers will be larger than any possible function pointer, and the difference can then just be subtracted. -
A function structure pointer. This points to
DAT
in the same way as strings, but the target is of the form:
enum E_INDIRECTION
{
E_INDIRECTION_ALWAYS_NULL, // So we can tell this is not a string.
E_INDIRECTION_HANDER, // Called by `@` to handle this pointer.
E_INDIRECTION_CLAIM, // Called by `Indirect_Claim` to handle any required allocations.
E_INDIRECTION_RELEASE, // Called by `Indirect_Release` to handle any required frees.
... // Any custom data required by your custom handlers.
}
ALWAYS_NULL
is (unsurprisingly) always NULL. This is so that the data at the pointer is a zero-length string, which is treated as not a string at all.
The CLAIM
and RELEASE
functions both have the same signature:
MyCustomClaim(func[E_INDIRECTION])
{
}
MyCustomRelease(func[E_INDIRECTION])
{
}
You can replace the array size there with any custom one to account for additional data after the standard four items.
The HANDLER
function has the prototype:
MyCustomHandler(...)
{
}
All the parameters are the parameters the user gave to @
, i.e. the parameters for the final function to be called. For this reason there are two magic globals: INDIRECTION_DATA
contains a pointer to the E_INDIRECTION
data. INDIRECTION_TAG
contains the index of the function's tag, the string of the tag (which includes all the specifier characters) can be retrieved with Indirect_Tag(id, dest[64])
.
To test, simply run the package:
sampctl package run
And connect to localhost:7777
to test.