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loop: Refactoring
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b85f5edee0
commit
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@ -23,11 +23,13 @@ import (
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)
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)
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func CurrentFPS() float64 {
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func CurrentFPS() float64 {
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if currentRunContext == nil {
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return 0
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}
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return currentRunContext.getCurrentFPS()
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return currentRunContext.getCurrentFPS()
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}
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}
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type runContext struct {
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type runContext struct {
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running bool
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currentFPS float64
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currentFPS float64
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runningSlowly bool
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runningSlowly bool
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frames int64
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frames int64
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@ -44,34 +46,11 @@ var (
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contextInitCh = make(chan struct{})
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contextInitCh = make(chan struct{})
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)
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)
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func (c *runContext) startRunning() {
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c.m.Lock()
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c.running = true
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c.m.Unlock()
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}
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func (c *runContext) isRunning() bool {
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c.m.RLock()
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v := c.running
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c.m.RUnlock()
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return v
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}
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func (c *runContext) endRunning() {
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c.m.Lock()
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c.running = false
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c.m.Unlock()
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}
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func (c *runContext) getCurrentFPS() float64 {
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func (c *runContext) getCurrentFPS() float64 {
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c.m.RLock()
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c.m.RLock()
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v := c.running
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v := c.currentFPS
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c.m.RUnlock()
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c.m.RUnlock()
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if !v {
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return v
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// TODO: Should panic here?
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return 0
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}
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return c.currentFPS
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}
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}
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func (c *runContext) updateFPS(fps float64) {
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func (c *runContext) updateFPS(fps float64) {
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@ -81,11 +60,11 @@ func (c *runContext) updateFPS(fps float64) {
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}
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}
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func Start() error {
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func Start() error {
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// TODO: Need lock here?
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if currentRunContext != nil {
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if currentRunContext != nil {
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return errors.New("loop: The game is already running")
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return errors.New("loop: The game is already running")
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}
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}
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currentRunContext = &runContext{}
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currentRunContext = &runContext{}
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currentRunContext.startRunning()
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n := now()
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n := now()
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currentRunContext.lastUpdated = n
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currentRunContext.lastUpdated = n
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@ -96,7 +75,6 @@ func Start() error {
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}
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}
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func End() {
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func End() {
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currentRunContext.endRunning()
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currentRunContext = nil
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currentRunContext = nil
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}
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}
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