internal/clock: rename CurrentFPS/TPS -> ActualFPS/TPS

This commit is contained in:
Hajime Hoshi 2022-04-14 00:57:47 +09:00
parent f25dda1318
commit 2fc691f661
2 changed files with 10 additions and 10 deletions

View File

@ -27,8 +27,8 @@ var (
// lastSystemTime indicates the logical time in the game, so this can be bigger than the curren time. // lastSystemTime indicates the logical time in the game, so this can be bigger than the curren time.
lastSystemTime int64 lastSystemTime int64
currentFPS float64 actualFPS float64
currentTPS float64 actualTPS float64
prevTPS int64 prevTPS int64
lastUpdated int64 lastUpdated int64
fpsCount = 0 fpsCount = 0
@ -44,16 +44,16 @@ func init() {
lastUpdated = n lastUpdated = n
} }
func CurrentFPS() float64 { func ActualFPS() float64 {
m.Lock() m.Lock()
v := currentFPS v := actualFPS
m.Unlock() m.Unlock()
return v return v
} }
func CurrentTPS() float64 { func ActualTPS() float64 {
m.Lock() m.Lock()
v := currentTPS v := actualTPS
m.Unlock() m.Unlock()
return v return v
} }
@ -120,8 +120,8 @@ func updateFPSAndTPS(now int64, count int) {
if time.Second > time.Duration(now-lastUpdated) { if time.Second > time.Duration(now-lastUpdated) {
return return
} }
currentFPS = float64(fpsCount) * float64(time.Second) / float64(now-lastUpdated) actualFPS = float64(fpsCount) * float64(time.Second) / float64(now-lastUpdated)
currentTPS = float64(tpsCount) * float64(time.Second) / float64(now-lastUpdated) actualTPS = float64(tpsCount) * float64(time.Second) / float64(now-lastUpdated)
lastUpdated = now lastUpdated = now
fpsCount = 0 fpsCount = 0
tpsCount = 0 tpsCount = 0

4
run.go
View File

@ -88,7 +88,7 @@ const DefaultTPS = ui.DefaultTPS
// //
// CurrentFPS is concurrent-safe. // CurrentFPS is concurrent-safe.
func CurrentFPS() float64 { func CurrentFPS() float64 {
return clock.CurrentFPS() return clock.ActualFPS()
} }
var ( var (
@ -426,7 +426,7 @@ func MaxTPS() int {
// //
// CurrentTPS is concurrent-safe. // CurrentTPS is concurrent-safe.
func CurrentTPS() float64 { func CurrentTPS() float64 {
return clock.CurrentTPS() return clock.ActualTPS()
} }
// SyncWithFPS is a special TPS value that means TPS syncs with FPS. // SyncWithFPS is a special TPS value that means TPS syncs with FPS.