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internal/clock: Simplify the logic to calculate tick per frame
Updates #1444 Updates #1597
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@ -29,8 +29,6 @@ var (
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currentFPS float64
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currentTPS float64
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lastTPS int64
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tpsCalcErr int64
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lastUpdated int64
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fpsCount = 0
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tpsCount = 0
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@ -59,35 +57,11 @@ func CurrentTPS() float64 {
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return v
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}
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func min(a, b int64) int64 {
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func max(a, b int64) int64 {
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if a < b {
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return a
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}
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return b
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}
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// calcTPSFactor calculates the TPS that is used for the timer and the factor for the count.
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// newTPS × factor should be equal to tps on average.
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// If tps is equal to or lower than the baseTPS, newTPS equals to tps. The factor is 1.
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// This means that the timer precision should be already enough.
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// Otherwise, newTPS is euqal to baseTPS. The factor can be more than 1.
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func calcTPSFactor(tps, baseTPS int64) (newTPS int64, factor int) {
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if tps <= baseTPS {
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return tps, 1
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}
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if lastTPS != tps {
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tpsCalcErr = 0
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}
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lastTPS = tps
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factor = int(tps / baseTPS)
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tpsCalcErr += tps - baseTPS*int64(factor)
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factor += int(tpsCalcErr / baseTPS)
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tpsCalcErr %= baseTPS
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return baseTPS, factor
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return a
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}
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func calcCountFromTPS(tps int64, now int64) int {
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@ -106,12 +80,9 @@ func calcCountFromTPS(tps int64, now int64) int {
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count := 0
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syncWithSystemClock := false
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// When TPS is big (e.g. 300), the timer precision is no longer reliable.
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// Multiply the factor later instead (#1444).
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var tpsFactor int
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tps, tpsFactor = calcTPSFactor(tps, 60) // TODO: 60 should be the current display's FPS.
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if diff > int64(time.Second)*5/tps {
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// Detect whether the previous time is too old.
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// Use either a 5 ticks or 5/60 sec in the case when TPS is too big like 300 (#1444).
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if diff > max(int64(time.Second)*5/tps, int64(time.Second)*5/60) {
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// The previous time is too old.
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// Let's force to sync the game time with the system clock.
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syncWithSystemClock = true
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@ -135,7 +106,7 @@ func calcCountFromTPS(tps int64, now int64) int {
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lastSystemTime += int64(count) * int64(time.Second) / tps
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}
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return count * tpsFactor
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return count
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}
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func updateFPSAndTPS(now int64, count int) {
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