mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-22 20:21:20 +00:00
225 lines
6 KiB
C++
225 lines
6 KiB
C++
/*
|
|
** 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 <chrono>
|
|
#include <thread>
|
|
#include <assert.h>
|
|
#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<nanoseconds>(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 uint64_t(tp / 1000 * TimeScale * 1000);
|
|
}
|
|
|
|
static uint64_t MSToNS(unsigned int ms)
|
|
{
|
|
return static_cast<uint64_t>(ms) * 1'000'000;
|
|
}
|
|
|
|
static uint64_t NSToMS(uint64_t ns)
|
|
{
|
|
return static_cast<uint64_t>(ns / 1'000'000);
|
|
}
|
|
|
|
static int NSToTic(uint64_t ns, double const ticrate)
|
|
{
|
|
return static_cast<int>(ns * ticrate / 1'000'000'000);
|
|
}
|
|
|
|
static uint64_t TicToNS(double tic, double const ticrate)
|
|
{
|
|
return static_cast<uint64_t>(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()
|
|
{
|
|
const double now = I_msTimeF();
|
|
const double result = (now - lastinputtime) * GameTicRate * (1. / 1000.);
|
|
lastinputtime = now;
|
|
return result;
|
|
}
|
|
|
|
void I_ResetInputTime()
|
|
{
|
|
// Reset lastinputtime to current time.
|
|
lastinputtime = I_msTimeF();
|
|
}
|