/* ** i_time.cpp ** Implements the timer ** **--------------------------------------------------------------------------- ** Copyright 1998-2016 Randy Heit ** Copyright 2017 Magnus Norddahl ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include #include #include "i_time.h" //========================================================================== // // Tick time functions // //========================================================================== static uint64_t StartupTimeNS; static uint64_t FirstFrameStartTime; static uint64_t CurrentFrameStartTime; static uint64_t FreezeTime; static double lastinputtime; int GameTicRate = 35; // make sure it is not 0, even if the client doesn't set it. double TimeScale = 1.0; static uint64_t GetTimePoint() { using namespace std::chrono; return (uint64_t)(duration_cast(steady_clock::now().time_since_epoch()).count()); } void I_InitTime() { StartupTimeNS = GetTimePoint(); } static uint64_t GetClockTimeNS() { auto tp = GetTimePoint() - StartupTimeNS; if (TimeScale == 1.0) return tp; else return tp / 1000 * TimeScale * 1000; } static uint64_t MSToNS(unsigned int ms) { return static_cast(ms) * 1'000'000; } static uint64_t NSToMS(uint64_t ns) { return static_cast(ns / 1'000'000); } static int NSToTic(uint64_t ns, double const ticrate) { return static_cast(ns * ticrate / 1'000'000'000); } static uint64_t TicToNS(double tic, double const ticrate) { return static_cast(tic * 1'000'000'000 / ticrate); } void I_SetFrameTime() { // Must only be called once per frame/swapbuffers. // // Caches all timing information for the current rendered frame so that any // calls to I_GetTime or I_GetTimeFrac will return // the same time. if (FreezeTime == 0) { CurrentFrameStartTime = GetClockTimeNS(); if (FirstFrameStartTime == 0) FirstFrameStartTime = CurrentFrameStartTime; } } void I_WaitVBL(int count) { // I_WaitVBL is never used to actually synchronize to the vertical blank. // Instead, it's used for delay purposes. Doom used a 70 Hz display mode, // so that's what we use to determine how long to wait for. std::this_thread::sleep_for(std::chrono::milliseconds(1000 * count / 70)); I_SetFrameTime(); } int I_WaitForTic(int prevtic, double const ticrate) { // Waits until the current tic is greater than prevtic. Time must not be frozen. int time; while ((time = I_GetTime(ticrate)) <= prevtic) { // Windows-specific note: // The minimum amount of time a thread can sleep is controlled by timeBeginPeriod. // We set this to 1 ms in DoMain. const uint64_t next = FirstFrameStartTime + TicToNS(prevtic + 1, ticrate); const uint64_t now = I_nsTime(); if (next > now) { const uint64_t sleepTime = NSToMS(next - now); if (sleepTime > 2) { std::this_thread::sleep_for(std::chrono::milliseconds(sleepTime - 2)); } } I_SetFrameTime(); } return time; } uint64_t I_nsTime() { return GetClockTimeNS(); } uint64_t I_msTime() { return NSToMS(I_nsTime()); } double I_msTimeF(void) { return I_nsTime() / 1'000'000.; } uint64_t I_msTimeFS() // from "start" { return (FirstFrameStartTime == 0) ? 0 : NSToMS(I_nsTime() - FirstFrameStartTime); } uint64_t I_GetTimeNS() { return CurrentFrameStartTime - FirstFrameStartTime; } int I_GetTime(double const ticrate) { return NSToTic(CurrentFrameStartTime - FirstFrameStartTime, ticrate); } double I_GetTimeFrac(double const ticrate) { int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime, ticrate); uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic, ticrate); uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1, ticrate); return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime); } void I_FreezeTime(bool frozen) { if (frozen) { assert(FreezeTime == 0); FreezeTime = GetClockTimeNS(); } else { assert(FreezeTime != 0); if (FirstFrameStartTime != 0) FirstFrameStartTime += GetClockTimeNS() - FreezeTime; FreezeTime = 0; I_SetFrameTime(); } } void I_ResetFrameTime() { // Reset the starting point of the current frame to now. For use after lengthy operations that should not result in tic accumulation. auto ft = CurrentFrameStartTime; I_SetFrameTime(); FirstFrameStartTime += (CurrentFrameStartTime - ft); } double I_GetInputFrac(bool const synchronised) { if (!synchronised) { const double now = I_msTimeF(); const double result = (now - lastinputtime) * GameTicRate * (1. / 1000.); lastinputtime = now; if (result < 1) { // Calculate an amplification to apply to the result before returning, // factoring in the game's ticrate and the value of the result. // This rectifies a deviation of 100+ ms or more depending on the length // of the operation to be within 1-2 ms of synchronised input // from 60 fps to at least 1000 fps at ticrates of 30 and 40 Hz. return result * (1. + 0.35 * (1. - GameTicRate * (1. / 50.)) * (1. - result)); } } return 1; } void I_ResetInputTime() { // Reset lastinputtime to current time. lastinputtime = I_msTimeF(); }