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- avoid killing timer precision when there's no time scale active.
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8a545431de
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2 changed files with 44 additions and 2 deletions
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@ -46,14 +46,15 @@
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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;
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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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return (uint64_t)((duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count()) * (uint64_t)(TimeScale * 1000));
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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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@ -71,10 +72,18 @@ static int NSToTic(uint64_t ns)
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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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@ -142,16 +151,31 @@ uint64_t I_msTime()
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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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@ -161,6 +185,15 @@ double I_GetTimeFrac()
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return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
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}
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double I_GetBuildTimeFrac()
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{
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int currentTic = NSToBuildTic(CurrentFrameStartTime - FirstFrameStartTime);
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uint64_t ticStartTime = FirstFrameStartTime + BuildTicToNS(currentTic);
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uint64_t ticNextTime = FirstFrameStartTime + BuildTicToNS(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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@ -10,8 +10,14 @@ void I_SetFrameTime();
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// Called by D_DoomLoop, returns current time in tics.
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int I_GetTime();
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// same, but using nanoseconds
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uint64_t I_GetTimeNS();
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// Called by Build games in lieu of totalclock, returns current time in tics at ticrate of 120.
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int I_GetBuildTime();
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double I_GetTimeFrac();
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double I_GetBuildTimeFrac();
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// like I_GetTime, except it waits for a new tic before returning
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int I_WaitForTic(int);
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@ -25,6 +31,9 @@ void I_FreezeTime(bool frozen);
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// [RH] Returns millisecond-accurate time
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uint64_t I_msTime();
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// [RH] Returns nanosecond-accurate time in milliseconds
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double I_msTimeF(void);
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// [SP] Returns millisecond-accurate time from start
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uint64_t I_msTimeFS();
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