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clock: Refactoring
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@ -262,7 +262,7 @@ func (c *Context) loop() {
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c.pingCount--
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c.m.Unlock()
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c.frames++
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clock.Inc()
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clock.ProceedPrimaryTimer()
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bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / loop.FPS
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l := (c.frames * int64(bytesPerFrame)) - c.writtenBytes
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l &= mask
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@ -22,49 +22,72 @@ import (
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var (
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m sync.Mutex
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tick int64
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lastTick int64
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primaryTime int64
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lastPrimaryTime int64
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frames int64
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logicalTime int64
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)
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func Inc() {
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// ProceedPrimaryTimer increments the primary time by a frame.
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func ProceedPrimaryTimer() {
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m.Lock()
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tick++
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primaryTime++
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m.Unlock()
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}
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func Frames(timeDuration time.Duration, fps int) (int, bool) {
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// Frames returns an integer value indicating how many logical frames the game should update.
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//
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// Frames also updates the inner timer states.
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func Frames(now int64, fps int) int {
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m.Lock()
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defer m.Unlock()
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// Initialize logicalTime if needed.
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if logicalTime == 0 {
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logicalTime = now
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}
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t := now - logicalTime
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if t < 0 {
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return 0
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}
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count := 0
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// There are two time lines: one is the logical time and the other is the system clock.
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//
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// Usually logical time is updated based on the number of frames, but
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// when sync is true, the logical time is forced to sync with the system clock.
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sync := false
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if tick > 0 && lastTick != tick {
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if frames < tick {
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count = int(tick - frames)
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if primaryTime > 0 && lastPrimaryTime != primaryTime {
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// If the primary time is updated, use this.
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if frames < primaryTime {
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count = int(primaryTime - frames)
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}
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lastTick = tick
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lastPrimaryTime = primaryTime
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sync = true
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} else {
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// Use system clock when
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// 1) Inc() is not called, or
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// 2) tick is not updated yet.
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// As tick can be updated discountinuously, use system clock supplementarily.
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// 2) the primary time is not updated yet.
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// As the primary time can be updated discountinuously,
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// the system clock is still needed.
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if int64(timeDuration) > 5*int64(time.Second)/int64(fps) {
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if t > 5*int64(time.Second)/int64(fps) {
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// The previous time is too old.
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// Let's force to sync the logical frame with the OS clock (or tick).
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return 0, true
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// Let's force to sync the logical time with the OS clock.
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sync = true
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} else {
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count = int(t * int64(fps) / int64(time.Second))
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}
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count = int(int64(timeDuration) * int64(fps) / int64(time.Second))
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}
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// Stabilize FPS.
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if count == 0 && (int64(time.Second)/int64(fps)/2) < int64(timeDuration) {
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if count == 0 && (int64(time.Second)/int64(fps)/2) < t {
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count = 1
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}
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if count == 2 && (int64(time.Second)/int64(fps)*3/2) > int64(timeDuration) {
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if count == 2 && (int64(time.Second)/int64(fps)*3/2) > t {
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count = 1
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}
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if count > 3 {
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@ -72,5 +95,10 @@ func Frames(timeDuration time.Duration, fps int) (int, bool) {
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}
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frames += int64(count)
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return count, sync
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if sync {
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logicalTime = now
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} else {
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logicalTime += int64(count) * int64(time.Second) / int64(fps)
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}
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return count
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}
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@ -35,7 +35,6 @@ type runContext struct {
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currentFPS float64
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runningSlowly bool
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framesForFPS int64
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lastUpdated int64
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lastFPSUpdated int64
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ping func()
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m sync.RWMutex
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@ -67,7 +66,6 @@ func Start() error {
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theRunContext = &runContext{}
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n := now()
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theRunContext.lastUpdated = n
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theRunContext.lastFPSUpdated = n
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close(contextInitCh)
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@ -78,23 +76,6 @@ func End() {
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theRunContext = nil
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}
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func (c *runContext) updateCount(now int64) int {
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t := now - c.lastUpdated
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if t < 0 {
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return 0
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}
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count, sync := clock.Frames(time.Duration(t), FPS)
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if sync {
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c.lastUpdated = now
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} else {
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c.lastUpdated += int64(count) * int64(time.Second) / int64(FPS)
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}
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return count
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}
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func RegisterPing(ping func()) {
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<-contextInitCh
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theRunContext.registerPing(ping)
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@ -124,7 +105,7 @@ func (c *runContext) update(u Updater) error {
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}
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c.m.Unlock()
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count := c.updateCount(n)
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count := clock.Frames(n, FPS)
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if err := u.Update(count); err != nil {
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return err
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}
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