mirror of
https://github.com/DrBeef/Raze.git
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235 lines
6.6 KiB
C++
235 lines
6.6 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 <assert.h>
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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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static double lastinputtime;
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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, double const ticrate)
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{
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return static_cast<int>(ns * ticrate / 1'000'000'000);
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}
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static uint64_t TicToNS(double tic, double const ticrate)
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{
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return static_cast<uint64_t>(tic * 1'000'000'000 / ticrate);
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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, double const ticrate)
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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(ticrate)) <= 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, ticrate);
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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(double const ticrate)
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{
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return NSToTic(CurrentFrameStartTime - FirstFrameStartTime, ticrate);
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}
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double I_GetTimeFrac(double const ticrate)
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{
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int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime, ticrate);
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uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic, ticrate);
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uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1, ticrate);
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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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double I_GetInputFrac(bool const synchronised, double const ticrate)
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{
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if (!synchronised)
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{
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const double max = 1000. / ticrate;
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const double now = I_msTimeF();
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const double elapsedInputTicks = std::min(now - lastinputtime, max);
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lastinputtime = now;
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if (elapsedInputTicks < max)
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{
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// Calculate an amplification to apply to the result before returning,
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// factoring in the game's ticrate and the value of the result.
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// This rectifies a deviation of 100+ ms or more depending on the length
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// of the operation to be within 1-2 ms of synchronised input
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// from 60 fps to at least 1000 fps at ticrates of 30 and 40 Hz.
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const double result = elapsedInputTicks * ticrate * (1. / 1000.);
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return result * (1. + 0.35 * (1. - ticrate * (1. / 50.)) * (1. - result));
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}
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else
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{
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return 1;
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}
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}
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else
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{
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return 1;
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}
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}
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void I_ResetInputTime()
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{
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// Reset lastinputtime to current time.
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lastinputtime = I_msTimeF();
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}
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