mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
59567993c2
When the TPS is high (e.g., 300), the count might be unreliable since the timer might not be precise on some machines. In this case, calculate the factor and multiply the count by it. Fixes #1444
185 lines
4.2 KiB
Go
185 lines
4.2 KiB
Go
// Copyright 2017 The Ebiten Authors
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
|
// you may not use this file except in compliance with the License.
|
|
// You may obtain a copy of the License at
|
|
//
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
//
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
// See the License for the specific language governing permissions and
|
|
// limitations under the License.
|
|
|
|
// Package clock manages game timers.
|
|
package clock
|
|
|
|
import (
|
|
"sync"
|
|
"time"
|
|
)
|
|
|
|
var (
|
|
lastNow int64
|
|
|
|
// lastSystemTime is the last system time in the previous Update.
|
|
// lastSystemTime indicates the logical time in the game, so this can be bigger than the curren time.
|
|
lastSystemTime int64
|
|
|
|
currentFPS float64
|
|
currentTPS float64
|
|
lastTPS int64
|
|
tpsCalcErr int64
|
|
lastUpdated int64
|
|
fpsCount = 0
|
|
tpsCount = 0
|
|
|
|
m sync.Mutex
|
|
)
|
|
|
|
func init() {
|
|
n := now()
|
|
lastNow = n
|
|
lastSystemTime = n
|
|
lastUpdated = n
|
|
}
|
|
|
|
func CurrentFPS() float64 {
|
|
m.Lock()
|
|
v := currentFPS
|
|
m.Unlock()
|
|
return v
|
|
}
|
|
|
|
func CurrentTPS() float64 {
|
|
m.Lock()
|
|
v := currentTPS
|
|
m.Unlock()
|
|
return v
|
|
}
|
|
|
|
func min(a, b int64) int64 {
|
|
if a < b {
|
|
return a
|
|
}
|
|
return b
|
|
}
|
|
|
|
// calcTPSFactor calculates the TPS that is used for the timer and the factor for the count.
|
|
// If tps is under the baseTPS, use tps as newTPS. The factor is 1. The timer precision should be enough.
|
|
// If not, use baseTPS as newTPS and factor that can be more than 1.
|
|
func calcTPSFactor(tps, baseTPS int64) (newTPS int64, factor int) {
|
|
if tps <= baseTPS {
|
|
return tps, 1
|
|
}
|
|
|
|
if lastTPS != tps {
|
|
tpsCalcErr = 0
|
|
}
|
|
lastTPS = tps
|
|
|
|
factor = int(tps / baseTPS)
|
|
tpsCalcErr += tps - baseTPS*int64(factor)
|
|
|
|
factor += int(tpsCalcErr / baseTPS)
|
|
tpsCalcErr %= baseTPS
|
|
|
|
return baseTPS, factor
|
|
}
|
|
|
|
func calcCountFromTPS(tps int64, now int64) int {
|
|
if tps == 0 {
|
|
return 0
|
|
}
|
|
if tps < 0 {
|
|
panic("clock: tps must >= 0")
|
|
}
|
|
|
|
diff := now - lastSystemTime
|
|
if diff < 0 {
|
|
return 0
|
|
}
|
|
|
|
count := 0
|
|
syncWithSystemClock := false
|
|
|
|
// When TPS is big (e.g. 300), the timer precision is no longer reliable.
|
|
// Multiply the factor later instead (#1444).
|
|
var tpsFactor int
|
|
tps, tpsFactor = calcTPSFactor(tps, 60) // TODO: 60 should be the current display's FPS.
|
|
|
|
if diff > int64(time.Second)*5/tps {
|
|
// The previous time is too old.
|
|
// Let's force to sync the game time with the system clock.
|
|
syncWithSystemClock = true
|
|
} else {
|
|
count = int(diff * tps / int64(time.Second))
|
|
}
|
|
|
|
// Stabilize the count.
|
|
// Without this adjustment, count can be unstable like 0, 2, 0, 2, ...
|
|
// TODO: Brush up this logic so that this will work with any FPS. Now this works only when FPS = TPS.
|
|
if count == 0 && (int64(time.Second)/tps/2) < diff {
|
|
count = 1
|
|
}
|
|
if count == 2 && (int64(time.Second)/tps*3/2) > diff {
|
|
count = 1
|
|
}
|
|
|
|
if syncWithSystemClock {
|
|
lastSystemTime = now
|
|
} else {
|
|
lastSystemTime += int64(count) * int64(time.Second) / tps
|
|
}
|
|
|
|
return count * tpsFactor
|
|
}
|
|
|
|
func updateFPSAndTPS(now int64, count int) {
|
|
fpsCount++
|
|
tpsCount += count
|
|
if now < lastUpdated {
|
|
panic("clock: lastUpdated must be older than now")
|
|
}
|
|
if time.Second > time.Duration(now-lastUpdated) {
|
|
return
|
|
}
|
|
currentFPS = float64(fpsCount) * float64(time.Second) / float64(now-lastUpdated)
|
|
currentTPS = float64(tpsCount) * float64(time.Second) / float64(now-lastUpdated)
|
|
lastUpdated = now
|
|
fpsCount = 0
|
|
tpsCount = 0
|
|
}
|
|
|
|
const UncappedTPS = -1
|
|
|
|
// Update updates the inner clock state and returns an integer value
|
|
// indicating how many times the game should update based on given tps.
|
|
// tps represents TPS (ticks per second).
|
|
// If tps is UncappedTPS, Update always returns 1.
|
|
// If tps <= 0 and not UncappedTPS, Update always returns 0.
|
|
//
|
|
// Update is expected to be called per frame.
|
|
func Update(tps int) int {
|
|
m.Lock()
|
|
defer m.Unlock()
|
|
|
|
n := now()
|
|
if lastNow > n {
|
|
// This ensures that now() must be monotonic (#875).
|
|
panic("clock: lastNow must be older than n")
|
|
}
|
|
lastNow = n
|
|
|
|
c := 0
|
|
if tps == UncappedTPS {
|
|
c = 1
|
|
} else if tps > 0 {
|
|
c = calcCountFromTPS(int64(tps), n)
|
|
}
|
|
updateFPSAndTPS(n, c)
|
|
|
|
return c
|
|
}
|