fix(esx_progressbar): honour the requested duration and ignore cancelled runs

The processing thread counted the remaining time down in 1000 ms steps and read
the global CurrentProgress on every wake, which caused two problems.

Any duration that is not a whole number of seconds finished late, since the
thread only checked after another full second. The NUI bar runs on wall clock
time, so the bar completed and the player then stood frozen waiting for onFinish.

Cancelling did not stop the thread either. CancelProgressbar clears
CurrentProgress, but the sleeping thread only notices up to a second later, and if
a new bar was started in that window it saw a non-nil CurrentProgress and kept
decrementing the new one alongside its own thread. The new bar then finished at
roughly half its length, firing onFinish early.

The run now carries an id, so a thread stops as soon as its run is no longer the
current one, and the end is an absolute timestamp rather than a countdown.

Measured in game on artifact 25770, requested versus actual onFinish:
  before: 500 -> 1011, 4200 -> 5042, cancel then 3000 -> 1427
  after:  500 ->  519, 4200 -> 4222, cancel then 3000 -> 3058
This commit is contained in:
Selt
2026-07-27 21:51:15 +02:00
parent 5354e278de
commit 07b9253401
+13 -6
View File
@@ -9,11 +9,12 @@
---@field public onFinish? function
local CurrentProgress = nil
local progressCount = 0
local function startProcessing()
while (CurrentProgress ~= nil) do
if CurrentProgress.length > 0 then
CurrentProgress.length = CurrentProgress.length - 1000
local function startProcessing(id)
while CurrentProgress ~= nil and CurrentProgress.id == id do
if GetGameTimer() < CurrentProgress.finishAt then
Wait(50)
else
ClearPedTasks(ESX.PlayerData.ped)
if CurrentProgress.FreezePlayer then
@@ -24,7 +25,6 @@ local function startProcessing()
end
CurrentProgress = nil
end
Wait(1000)
end
end
@@ -55,8 +55,15 @@ local function Progressbar(message, length, Options)
length = length or 3000,
message = message or "ESX-Framework",
})
progressCount = progressCount + 1
CurrentProgress.id = progressCount
CurrentProgress.length = length or 3000
CreateThread(startProcessing);
CurrentProgress.finishAt = GetGameTimer() + CurrentProgress.length
local id = progressCount
CreateThread(function()
startProcessing(id)
end)
return true;
end