- avoid killing timer precision when there's no time scale active.

This commit is contained in:
Christoph Oelckers 2020-09-27 08:29:01 +02:00
parent 8a545431de
commit b66349d4cf
2 changed files with 44 additions and 2 deletions

View file

@ -46,14 +46,15 @@
static uint64_t FirstFrameStartTime;
static uint64_t CurrentFrameStartTime;
static uint64_t FreezeTime;
int GameTicRate;
int GameTicRate = 35; // make sure it is not 0, even if the client doesn't set it.
double TimeScale = 1.0;
static uint64_t GetClockTimeNS()
{
using namespace std::chrono;
return (uint64_t)((duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count()) * (uint64_t)(TimeScale * 1000));
if (TimeScale == 1.0) return (uint64_t)(duration_cast<nanoseconds>(steady_clock::now().time_since_epoch()).count());
else return (uint64_t)((duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count()) * (uint64_t)(TimeScale * 1000));
}
static uint64_t MSToNS(unsigned int ms)
@ -71,10 +72,18 @@ static int NSToTic(uint64_t ns)
return static_cast<int>(ns * GameTicRate / 1'000'000'000);
}
static int NSToBuildTic(uint64_t ns)
{
return static_cast<int>(ns * 120 / 1'000'000'000);
}
static uint64_t TicToNS(int tic)
{
return static_cast<uint64_t>(tic) * 1'000'000'000 / GameTicRate;
}
static uint64_t BuildTicToNS(int tic)
{
return static_cast<uint64_t>(tic) * 1'000'000'000 / 120;
}
void I_SetFrameTime()
{
@ -142,16 +151,31 @@ 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()
{
return NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
}
int I_GetBuildTime()
{
return NSToBuildTic(CurrentFrameStartTime - FirstFrameStartTime);
}
double I_GetTimeFrac()
{
int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
@ -161,6 +185,15 @@ double I_GetTimeFrac()
return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
}
double I_GetBuildTimeFrac()
{
int currentTic = NSToBuildTic(CurrentFrameStartTime - FirstFrameStartTime);
uint64_t ticStartTime = FirstFrameStartTime + BuildTicToNS(currentTic);
uint64_t ticNextTime = FirstFrameStartTime + BuildTicToNS(currentTic + 1);
return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
}
void I_FreezeTime(bool frozen)
{
if (frozen)

View file

@ -10,8 +10,14 @@ void I_SetFrameTime();
// Called by D_DoomLoop, returns current time in tics.
int I_GetTime();
// same, but using nanoseconds
uint64_t I_GetTimeNS();
// Called by Build games in lieu of totalclock, returns current time in tics at ticrate of 120.
int I_GetBuildTime();
double I_GetTimeFrac();
double I_GetBuildTimeFrac();
// like I_GetTime, except it waits for a new tic before returning
int I_WaitForTic(int);
@ -25,6 +31,9 @@ void I_FreezeTime(bool frozen);
// [RH] Returns millisecond-accurate time
uint64_t I_msTime();
// [RH] Returns nanosecond-accurate time in milliseconds
double I_msTimeF(void);
// [SP] Returns millisecond-accurate time from start
uint64_t I_msTimeFS();