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d98a567597
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly. With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
210 lines
5.7 KiB
C++
210 lines
5.7 KiB
C++
/*
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** i_time.cpp
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** Implements the timer
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2017 Magnus Norddahl
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <chrono>
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#include <thread>
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#include "i_time.h"
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//==========================================================================
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//
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// Tick time functions
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//
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//==========================================================================
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static uint64_t FirstFrameStartTime;
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static uint64_t CurrentFrameStartTime;
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static uint64_t FreezeTime;
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int GameTicRate = 35; // make sure it is not 0, even if the client doesn't set it.
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double TimeScale = 1.0;
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static uint64_t GetClockTimeNS()
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{
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using namespace std::chrono;
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if (TimeScale == 1.0) return (uint64_t)(duration_cast<nanoseconds>(steady_clock::now().time_since_epoch()).count());
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else return (uint64_t)((duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count()) * (uint64_t)(TimeScale * 1000));
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}
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static uint64_t MSToNS(unsigned int ms)
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{
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return static_cast<uint64_t>(ms) * 1'000'000;
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}
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static uint64_t NSToMS(uint64_t ns)
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{
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return static_cast<uint64_t>(ns / 1'000'000);
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}
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static int NSToTic(uint64_t ns)
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{
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return static_cast<int>(ns * GameTicRate / 1'000'000'000);
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}
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static int NSToBuildTic(uint64_t ns)
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{
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return static_cast<int>(ns * 120 / 1'000'000'000);
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}
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static uint64_t TicToNS(int tic)
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{
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return static_cast<uint64_t>(tic) * 1'000'000'000 / GameTicRate;
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}
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static uint64_t BuildTicToNS(int tic)
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{
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return static_cast<uint64_t>(tic) * 1'000'000'000 / 120;
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}
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void I_SetFrameTime()
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{
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// Must only be called once per frame/swapbuffers.
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//
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// Caches all timing information for the current rendered frame so that any
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// calls to I_GetTime or I_GetTimeFrac will return
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// the same time.
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if (FreezeTime == 0)
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{
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CurrentFrameStartTime = GetClockTimeNS();
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if (FirstFrameStartTime == 0)
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FirstFrameStartTime = CurrentFrameStartTime;
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}
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}
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void I_WaitVBL(int count)
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{
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// I_WaitVBL is never used to actually synchronize to the vertical blank.
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// Instead, it's used for delay purposes. Doom used a 70 Hz display mode,
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// so that's what we use to determine how long to wait for.
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std::this_thread::sleep_for(std::chrono::milliseconds(1000 * count / 70));
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I_SetFrameTime();
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}
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int I_WaitForTic(int prevtic)
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{
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// Waits until the current tic is greater than prevtic. Time must not be frozen.
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int time;
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while ((time = I_GetTime()) <= prevtic)
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{
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// Windows-specific note:
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// The minimum amount of time a thread can sleep is controlled by timeBeginPeriod.
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// We set this to 1 ms in DoMain.
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const uint64_t next = FirstFrameStartTime + TicToNS(prevtic + 1);
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const uint64_t now = I_nsTime();
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if (next > now)
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{
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const uint64_t sleepTime = NSToMS(next - now);
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if (sleepTime > 2)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(sleepTime - 2));
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}
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}
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I_SetFrameTime();
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}
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return time;
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}
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uint64_t I_nsTime()
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{
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return GetClockTimeNS();
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}
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uint64_t I_msTime()
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{
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return NSToMS(I_nsTime());
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}
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double I_msTimeF(void)
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{
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return I_nsTime() / 1'000'000.;
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}
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uint64_t I_msTimeFS() // from "start"
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{
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return (FirstFrameStartTime == 0) ? 0 : NSToMS(I_nsTime() - FirstFrameStartTime);
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}
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uint64_t I_GetTimeNS()
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{
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return CurrentFrameStartTime - FirstFrameStartTime;
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}
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int I_GetTime()
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{
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return NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
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}
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int I_GetBuildTime()
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{
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return NSToBuildTic(CurrentFrameStartTime - FirstFrameStartTime);
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}
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double I_GetTimeFrac()
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{
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int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
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uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic);
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uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1);
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return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
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}
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void I_FreezeTime(bool frozen)
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{
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if (frozen)
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{
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assert(FreezeTime == 0);
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FreezeTime = GetClockTimeNS();
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}
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else
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{
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assert(FreezeTime != 0);
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if (FirstFrameStartTime != 0) FirstFrameStartTime += GetClockTimeNS() - FreezeTime;
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FreezeTime = 0;
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I_SetFrameTime();
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}
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}
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void I_ResetFrameTime()
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{
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// Reset the starting point of the current frame to now. For use after lengthy operations that should not result in tic accumulation.
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auto ft = CurrentFrameStartTime;
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I_SetFrameTime();
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FirstFrameStartTime += (CurrentFrameStartTime - ft);
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}
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