using System.Collections.Generic; using SDL2; using MoonWorks.Audio; using MoonWorks.Graphics; using MoonWorks.Input; using System.Text; using System; using System.Diagnostics; namespace MoonWorks { public class Game { public TimeSpan MAX_DELTA_TIME = TimeSpan.FromMilliseconds(100); private bool quit = false; 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 Window Window { get; } public GraphicsDevice GraphicsDevice { get; } public AudioDevice AudioDevice { get; } public Inputs Inputs { get; } // FIXME: maybe the user should just manage this stuff private GameState GameState = null; private GameState NextState = null; private Dictionary moonWorksToRefreshPresentMode = new Dictionary { { PresentMode.Immediate, RefreshCS.Refresh.PresentMode.Immediate }, { PresentMode.Mailbox, RefreshCS.Refresh.PresentMode.Mailbox }, { PresentMode.FIFO, RefreshCS.Refresh.PresentMode.FIFO }, { PresentMode.FIFORelaxed, RefreshCS.Refresh.PresentMode.FIFORelaxed } }; public Game( WindowCreateInfo windowCreateInfo, PresentMode presentMode, int targetTimestep = 60, bool debugMode = false ) { 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) { System.Console.WriteLine("Failed to initialize SDL!"); return; } Logger.Initialize(); Inputs = new Inputs(); Window = new Window(windowCreateInfo); GraphicsDevice = new GraphicsDevice( Window.Handle, moonWorksToRefreshPresentMode[presentMode], debugMode ); AudioDevice = new AudioDevice(); } public void Run() { #if DEBUG if (NextState == null) { throw new NullReferenceException("Must call SetState before Run!"); } #endif while (!quit) { Tick(); } AudioDevice.Dispose(); GraphicsDevice.Dispose(); Window.Dispose(); SDL.SDL_Quit(); } public void SetState(GameState gameState) { NextState = gameState; } private void Tick() { AdvanceElapsedTime(); /* 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) { accumulatedElapsedTime = MAX_DELTA_TIME; } if (!quit) { while (accumulatedElapsedTime >= timestep) { Inputs.Mouse.Wheel = 0; Inputs.Update(); AudioDevice.Update(); if (NextState != null) { GameState = NextState; GameState.Start(); NextState = null; } GameState.Update(timestep); accumulatedElapsedTime -= timestep; } var alpha = accumulatedElapsedTime / timestep; GameState.Draw(timestep, alpha); } } private void HandleSDLEvents() { while (SDL.SDL_PollEvent(out var _event) == 1) { switch (_event.type) { case SDL.SDL_EventType.SDL_QUIT: quit = true; break; case SDL.SDL_EventType.SDL_TEXTINPUT: HandleTextInput(_event); break; case SDL.SDL_EventType.SDL_MOUSEWHEEL: Inputs.Mouse.Wheel += _event.wheel.y; break; } } } private void HandleTextInput(SDL2.SDL.SDL_Event evt) { // Based on the SDL2# LPUtf8StrMarshaler unsafe { int bytes = MeasureStringLength(evt.text.text); if (bytes > 0) { /* UTF8 will never encode more characters * than bytes in a string, so bytes is a * suitable upper estimate of size needed */ char* charsBuffer = stackalloc char[bytes]; int chars = Encoding.UTF8.GetChars( evt.text.text, bytes, charsBuffer, bytes ); for (int i = 0; i < chars; i += 1) { Inputs.OnTextInput(charsBuffer[i]); } } } } 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; for (bytes = 0; *ptr != 0; ptr += 1, bytes += 1) ; return bytes; } } }