# Repeats In many cases, there is a need to periodically execute some code. While you can create and manage threads to achieve the same effect, there are already functions to factilitate just that: **MapGameTimeRepeat(*name*, *interval*, *func*)** : Declares a repeating function *func* which will be called every *interval* milliseconds of *GameTime* while there is a map loaded. **MapRealTimeRepeat(*name*, *interval*, *func*)** : Declares a repeating function *func* which will be called every *interval* milliseconds of *RealTime* while there is a map loaded. The function *func* receives as parameter the time from the previous invocation. On the first invocation it receives *nil* as parameter. *func* can return a value which will be used (one time only) as sleep time before the next invocation instead of the *interval* provided. !!! WARNING If *interval* is zero or a negative number *func* will be called in a loop without any delay. In that case it **must** sleep otherwise it will freeze the entire game. Since *func* runs in its own thread it can sleep or wait for wakeup or wait for messages. You can easily wakeup a repeat function: **WakeupPeriodicRepeatThread(*name*, ...)** : Wakes up the thread of the periodic repeat with *name*. To have an effect, the repeat function *func* should have called *WaitWakeup()*. Repeats have several advantages: - after lua reload, the new *func* is called instead of the old one - after loading a savegame created with an old repeat func the new func gets called instead - when loading a savegame created before the repeat was introduced in the code, the repeat is started - the repeat is started on entering a map and stopped it when exiting the map # Examples Update the daily quest once a day. In this case, we know the map starts at 6am, so we use the first invocation when *interval* is *nil* to sleep 6 more hours and then call *UpdateDailyQuest()* exactly at 12h every day thereafter. ~~~~~~~~~~ Lua MapRealTimeRepeat("", const.HourDuration * 24, function (interval) if not interval then return const.HourDuration * 6 -- sleep 6h on the first invocation end UpdateDailyQuest() end) ~~~~~~~~~~ If updating the UI is slow, it can be done in a thread after *UpdateUI* is called but no more often than once every 100ms: ~~~~~~~~~~ Lua MapVar("UIUpdatePending", false) MapRealTimeRepeat("UpdateUI", 100, function (interval) if not UIUpdatePending then WaitWakeup() end UIUpdatePending = false UpdateUIForReal() end) function UpdateUI() UIUpdatePending = true WakeupPeriodicRepeatThread("UpdateUI") end ~~~~~~~~~~ (insert footer.md.html here)