diff --git a/src/Game.cs b/src/Game.cs index bea80e7..74be1ac 100644 --- a/src/Game.cs +++ b/src/Game.cs @@ -5,19 +5,29 @@ using MoonWorks.Graphics; using MoonWorks.Input; using MoonWorks.Window; using System.Text; +using System; +using System.Diagnostics; namespace MoonWorks { public abstract class Game { - public const double MAX_DELTA_TIME = 0.1; + public TimeSpan MAX_DELTA_TIME = TimeSpan.FromMilliseconds(100); private bool quit = false; - private double timestep; - ulong currentTime = SDL.SDL_GetPerformanceCounter(); - double accumulator = 0; bool debugMode; + private Stopwatch gameTimer; + private TimeSpan timestep; + private long previousTicks = 0; + TimeSpan accumulatedElapsedTime = TimeSpan.Zero; + // must be a power of 2 so we can do a bitmask optimization when checking worst case + private const int PREVIOUS_SLEEP_TIME_COUNT = 128; + private const int SLEEP_TIME_MASK = PREVIOUS_SLEEP_TIME_COUNT - 1; + private TimeSpan[] previousSleepTimes = new TimeSpan[PREVIOUS_SLEEP_TIME_COUNT]; + private int sleepTimeIndex = 0; + private TimeSpan worstCaseSleepPrecision = TimeSpan.FromMilliseconds(1); + public OSWindow Window { get; } public GraphicsDevice GraphicsDevice { get; } public AudioDevice AudioDevice { get; } @@ -37,7 +47,13 @@ namespace MoonWorks int targetTimestep = 60, bool debugMode = false ) { - timestep = 1.0 / targetTimestep; + timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / targetTimestep); + gameTimer = Stopwatch.StartNew(); + + for (int i = 0; i < previousSleepTimes.Length; i += 1) + { + previousSleepTimes[i] = TimeSpan.FromMilliseconds(1); + } if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0) { @@ -66,35 +82,55 @@ namespace MoonWorks { while (!quit) { - var newTime = SDL.SDL_GetPerformanceCounter(); - double frameTime = (newTime - currentTime) / (double)SDL.SDL_GetPerformanceFrequency(); + AdvanceElapsedTime(); - if (frameTime > MAX_DELTA_TIME) + /* We want to wait until the next frame, + * but we don't want to oversleep. Requesting repeated 1ms sleeps and + * seeing how long we actually slept for lets us estimate the worst case + * sleep precision so we don't oversleep the next frame. + */ + while (accumulatedElapsedTime + worstCaseSleepPrecision < timestep) + { + System.Threading.Thread.Sleep(1); + TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime(); + UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping); + } + + /* Now that we have slept into the sleep precision threshold, we need to wait + * for just a little bit longer until the target elapsed time has been reached. + * SpinWait(1) works by pausing the thread for very short intervals, so it is + * an efficient and time-accurate way to wait out the rest of the time. + */ + while (accumulatedElapsedTime < timestep) + { + System.Threading.Thread.SpinWait(1); + AdvanceElapsedTime(); + } + + // Now that we are going to perform an update, let's handle SDL events. + HandleSDLEvents(); + + // Do not let any step take longer than our maximum. + if (accumulatedElapsedTime > MAX_DELTA_TIME) { - frameTime = MAX_DELTA_TIME; + accumulatedElapsedTime = MAX_DELTA_TIME; } - currentTime = newTime; - - accumulator += frameTime; - if (!quit) { - while (accumulator >= timestep) + while (accumulatedElapsedTime >= timestep) { Inputs.Mouse.Wheel = 0; - HandleSDLEvents(); - Inputs.Update(); AudioDevice.Update(); Update(timestep); - accumulator -= timestep; + accumulatedElapsedTime -= timestep; } - double alpha = accumulator / timestep; + var alpha = accumulatedElapsedTime / timestep; Draw(timestep, alpha); } @@ -122,9 +158,10 @@ namespace MoonWorks } } - protected abstract void Update(double dt); + protected abstract void Update(TimeSpan dt); - protected abstract void Draw(double dt, double alpha); + // alpha refers to a percentage value between the current and next state + protected abstract void Draw(TimeSpan dt, double alpha); private void HandleTextInput(SDL2.SDL.SDL_Event evt) { @@ -154,6 +191,57 @@ namespace MoonWorks } } + private TimeSpan AdvanceElapsedTime() + { + long currentTicks = gameTimer.Elapsed.Ticks; + TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks); + accumulatedElapsedTime += timeAdvanced; + previousTicks = currentTicks; + return timeAdvanced; + } + + /* To calculate the sleep precision of the OS, we take the worst case + * time spent sleeping over the results of previous requests to sleep 1ms. + */ + private void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping) + { + /* It is unlikely that the scheduler will actually be more imprecise than + * 4ms and we don't want to get wrecked by a single long sleep so we cap this + * value at 4ms for sanity. + */ + var upperTimeBound = TimeSpan.FromMilliseconds(4); + + if (timeSpentSleeping > upperTimeBound) + { + timeSpentSleeping = upperTimeBound; + } + + /* We know the previous worst case - it's saved in worstCaseSleepPrecision. + * We also know the current index. So the only way the worst case changes + * is if we either 1) just got a new worst case, or 2) the worst case was + * the oldest entry on the list. + */ + if (timeSpentSleeping >= worstCaseSleepPrecision) + { + worstCaseSleepPrecision = timeSpentSleeping; + } + else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision) + { + var maxSleepTime = TimeSpan.MinValue; + for (int i = 0; i < previousSleepTimes.Length; i++) + { + if (previousSleepTimes[i] > maxSleepTime) + { + maxSleepTime = previousSleepTimes[i]; + } + } + worstCaseSleepPrecision = maxSleepTime; + } + + previousSleepTimes[sleepTimeIndex] = timeSpentSleeping; + sleepTimeIndex = (sleepTimeIndex + 1) & SLEEP_TIME_MASK; + } + private unsafe static int MeasureStringLength(byte* ptr) { int bytes;