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- normalize the timer with the app start, not the epoch.
This ensures smaller values and less wraparounds with integer values in scripts.
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commit
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3 changed files with 18 additions and 3 deletions
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@ -44,6 +44,7 @@
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//
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//==========================================================================
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static uint64_t StartupTimeNS;
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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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@ -52,11 +53,22 @@ int GameTicRate = 35; // make sure it is not 0, even if the client doesn't set i
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double TimeScale = 1.0;
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static uint64_t GetClockTimeNS()
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static uint64_t GetTimePoint()
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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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return (uint64_t)(duration_cast<nanoseconds>(steady_clock::now().time_since_epoch()).count());
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}
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void I_InitTime()
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{
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StartupTimeNS = GetTimePoint();
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}
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static uint64_t GetClockTimeNS()
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{
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auto tp = GetTimePoint() - StartupTimeNS;
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if (TimeScale == 1.0) return tp;
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else return tp / 1000 * TimeScale * 1000;
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}
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static uint64_t MSToNS(unsigned int ms)
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@ -5,6 +5,8 @@
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extern int GameTicRate;
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extern double TimeScale;
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void I_InitTime();
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// Called by D_DoomLoop, sets the time for the current frame
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void I_SetFrameTime();
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@ -3688,6 +3688,7 @@ int GameMain()
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{
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int ret = 0;
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GameTicRate = TICRATE;
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I_InitTime();
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ConsoleCallbacks cb = {
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D_UserInfoChanged,
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