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clock: Refactoring
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@ -261,7 +261,7 @@ func (c *Context) loop() {
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written += int64(n)
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fs := written/int64(bytesPerFrame) - prevWritten/int64(bytesPerFrame)
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for fs > 0 {
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clock.ProceedPrimaryTimer()
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clock.ProceedAudioTimer()
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fs--
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}
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prevWritten = written
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@ -12,6 +12,21 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Package clock manages game timers.
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//
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// There are three types of clocks internally:
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//
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// System clock:
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// A clock offered by the OS.
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//
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// Audio clock:
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// An audio clock that is used in the higher priority over the system clock.
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// An audio clock might not exist when the audio is not used.
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//
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// Game clock:
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// A clock representing the actual game progress.
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// A game clock is basically updated based on the number of frames.
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// A game clock is adjusted by the audio clock when needed.
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package clock
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import (
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@ -23,10 +38,11 @@ import (
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const FPS = 60
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var (
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primaryTime int64
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lastPrimaryTime int64
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audioTimeInFrames int64
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lastAudioTimeInFrames int64
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frames int64
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logicalTime int64
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gameTime int64
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currentFPS float64
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lastFPSUpdated int64
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@ -50,10 +66,10 @@ func RegisterPing(pingFunc func()) {
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m.Unlock()
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}
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// ProceedPrimaryTimer increments the primary time by a frame.
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func ProceedPrimaryTimer() {
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// ProceedAudioTimer increments the audio time by a frame.
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func ProceedAudioTimer() {
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m.Lock()
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primaryTime++
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audioTimeInFrames++
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m.Unlock()
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}
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@ -71,7 +87,7 @@ func updateFPS(now int64) {
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}
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// Update updates the inner clock state and returns an integer value
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// indicating how many logical frames the game should update.
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// indicating how many game frames the game should update.
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func Update() int {
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m.Lock()
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defer m.Unlock()
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@ -82,49 +98,35 @@ func Update() int {
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ping()
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}
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// Initialize logicalTime if needed.
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if logicalTime == 0 {
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logicalTime = n
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// Initialize gameTime if needed.
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if gameTime == 0 {
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gameTime = n
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}
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t := n - logicalTime
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t := n - gameTime
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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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// Logical clock:
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// A clock that updated based on the number of frames.
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//
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// System clock:
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// A clock that offered by the OS.
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//
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// Primary clock:
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// A clock that is used in the higher priority over the system clock.
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// Primary time is usually an audio time.
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// Primary time might not exist when e.g. audio is not used.
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syncWithSystemClock := false
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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 primaryTime > 0 && lastPrimaryTime != primaryTime {
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// If the primary clock is updated, use this.
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if frames < primaryTime {
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count = int(primaryTime - frames)
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if audioTimeInFrames > 0 && lastAudioTimeInFrames != audioTimeInFrames {
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// If the audio clock is updated, use this.
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if frames < audioTimeInFrames {
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count = int(audioTimeInFrames - frames)
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}
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lastPrimaryTime = primaryTime
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sync = true
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lastAudioTimeInFrames = audioTimeInFrames
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syncWithSystemClock = 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) the primary clock is not updated yet.
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// As the primary clock can be updated discountinuously, the system clock is still needed.
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// Use system clock when the audio clock is not updated yet.
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// As the audio clock can be updated discountinuously, the system clock is still needed.
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if t > 5*int64(time.Second)/FPS {
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// The previous time is too old.
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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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// Let's force to sync the game time with the system clock.
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syncWithSystemClock = true
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} else {
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count = int(t * FPS / int64(time.Second))
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}
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@ -142,10 +144,10 @@ func Update() int {
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}
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frames += int64(count)
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if sync {
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logicalTime = n
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if syncWithSystemClock {
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gameTime = n
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} else {
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logicalTime += int64(count) * int64(time.Second) / FPS
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gameTime += int64(count) * int64(time.Second) / FPS
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}
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updateFPS(n)
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