diff options
Diffstat (limited to 'main')
-rw-r--r-- | main/main.cpp | 68 | ||||
-rw-r--r-- | main/main.h | 4 | ||||
-rw-r--r-- | main/main_timer_sync.cpp | 76 | ||||
-rw-r--r-- | main/main_timer_sync.h | 22 | ||||
-rw-r--r-- | main/performance.cpp | 4 | ||||
-rw-r--r-- | main/performance.h | 4 |
6 files changed, 88 insertions, 90 deletions
diff --git a/main/main.cpp b/main/main.cpp index c492cfaad7..58782fa9c1 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -256,8 +256,8 @@ void finalize_navigation_server() { void Main::print_help(const char *p_binary) { print_line(String(VERSION_NAME) + " v" + get_full_version_string() + " - " + String(VERSION_WEBSITE)); OS::get_singleton()->print("Free and open source software under the terms of the MIT license.\n"); - OS::get_singleton()->print("(c) 2007-2020 Juan Linietsky, Ariel Manzur.\n"); - OS::get_singleton()->print("(c) 2014-2020 Godot Engine contributors.\n"); + OS::get_singleton()->print("(c) 2007-2021 Juan Linietsky, Ariel Manzur.\n"); + OS::get_singleton()->print("(c) 2014-2021 Godot Engine contributors.\n"); OS::get_singleton()->print("\n"); OS::get_singleton()->print("Usage: %s [options] [path to scene or 'project.godot' file]\n", p_binary); OS::get_singleton()->print("\n"); @@ -528,6 +528,11 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph ClassDB::register_class<Performance>(); engine->add_singleton(Engine::Singleton("Performance", performance)); + // Only flush stdout in debug builds by default, as spamming `print()` will + // decrease performance if this is enabled. + GLOBAL_DEF("application/run/flush_stdout_on_print", false); + GLOBAL_DEF("application/run/flush_stdout_on_print.debug", true); + GLOBAL_DEF("debug/settings/crash_handler/message", String("Please include this when reporting the bug on https://github.com/godotengine/godot/issues")); @@ -1121,11 +1126,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } #endif - // Only flush stdout in debug builds by default, as spamming `print()` will - // decrease performance if this is enabled. - GLOBAL_DEF("application/run/flush_stdout_on_print", false); - GLOBAL_DEF("application/run/flush_stdout_on_print.debug", true); - GLOBAL_DEF("logging/file_logging/enable_file_logging", false); // Only file logging by default on desktop platforms as logs can't be // accessed easily on mobile/Web platforms (if at all). @@ -2007,7 +2007,7 @@ bool Main::start() { script)); } - script_loop->set_init_script(script_res); + script_loop->set_initialize_script(script_res); main_loop = script_loop; } else { return false; @@ -2026,7 +2026,7 @@ bool Main::start() { DisplayServer::get_singleton()->alert("Error: Invalid MainLoop script base type: " + script_base); ERR_FAIL_V_MSG(false, vformat("The global class %s does not inherit from SceneTree or MainLoop.", main_loop_type)); } - script_loop->set_init_script(script_res); + script_loop->set_initialize_script(script_res); main_loop = script_loop; } } @@ -2422,7 +2422,7 @@ bool Main::is_iterating() { // For performance metrics. static uint64_t physics_process_max = 0; -static uint64_t idle_process_max = 0; +static uint64_t process_max = 0; bool Main::iteration() { //for now do not error on this @@ -2438,19 +2438,19 @@ bool Main::iteration() { uint64_t ticks_elapsed = ticks - last_ticks; int physics_fps = Engine::get_singleton()->get_iterations_per_second(); - float frame_slice = 1.0 / physics_fps; + float physics_step = 1.0 / physics_fps; float time_scale = Engine::get_singleton()->get_time_scale(); - MainFrameTime advance = main_timer_sync.advance(frame_slice, physics_fps); - double step = advance.idle_step; - double scaled_step = step * time_scale; + MainFrameTime advance = main_timer_sync.advance(physics_step, physics_fps); + double process_step = advance.process_step; + double scaled_step = process_step * time_scale; - Engine::get_singleton()->_frame_step = step; + Engine::get_singleton()->_process_step = process_step; Engine::get_singleton()->_physics_interpolation_fraction = advance.interpolation_fraction; uint64_t physics_process_ticks = 0; - uint64_t idle_process_ticks = 0; + uint64_t process_ticks = 0; frame += ticks_elapsed; @@ -2458,7 +2458,7 @@ bool Main::iteration() { static const int max_physics_steps = 8; if (fixed_fps == -1 && advance.physics_steps > max_physics_steps) { - step -= (advance.physics_steps - max_physics_steps) * frame_slice; + process_step -= (advance.physics_steps - max_physics_steps) * physics_step; advance.physics_steps = max_physics_steps; } @@ -2474,33 +2474,32 @@ bool Main::iteration() { PhysicsServer2D::get_singleton()->sync(); PhysicsServer2D::get_singleton()->flush_queries(); - if (OS::get_singleton()->get_main_loop()->iteration(frame_slice * time_scale)) { + if (OS::get_singleton()->get_main_loop()->physics_process(physics_step * time_scale)) { exit = true; break; } - NavigationServer3D::get_singleton_mut()->process(frame_slice * time_scale); + NavigationServer3D::get_singleton_mut()->process(physics_step * time_scale); message_queue->flush(); - PhysicsServer3D::get_singleton()->step(frame_slice * time_scale); + PhysicsServer3D::get_singleton()->step(physics_step * time_scale); PhysicsServer2D::get_singleton()->end_sync(); - PhysicsServer2D::get_singleton()->step(frame_slice * time_scale); + PhysicsServer2D::get_singleton()->step(physics_step * time_scale); message_queue->flush(); - physics_process_ticks = MAX(physics_process_ticks, OS::get_singleton()->get_ticks_usec() - - physics_begin); // keep the largest one for reference + physics_process_ticks = MAX(physics_process_ticks, OS::get_singleton()->get_ticks_usec() - physics_begin); // keep the largest one for reference physics_process_max = MAX(OS::get_singleton()->get_ticks_usec() - physics_begin, physics_process_max); Engine::get_singleton()->_physics_frames++; } Engine::get_singleton()->_in_physics = false; - uint64_t idle_begin = OS::get_singleton()->get_ticks_usec(); + uint64_t process_begin = OS::get_singleton()->get_ticks_usec(); - if (OS::get_singleton()->get_main_loop()->idle(step * time_scale)) { + if (OS::get_singleton()->get_main_loop()->process(process_step * time_scale)) { exit = true; } message_queue->flush(); @@ -2521,8 +2520,8 @@ bool Main::iteration() { } } - idle_process_ticks = OS::get_singleton()->get_ticks_usec() - idle_begin; - idle_process_max = MAX(idle_process_ticks, idle_process_max); + process_ticks = OS::get_singleton()->get_ticks_usec() - process_begin; + process_max = MAX(process_ticks, process_max); uint64_t frame_time = OS::get_singleton()->get_ticks_usec() - ticks; for (int i = 0; i < ScriptServer::get_language_count(); i++) { @@ -2532,11 +2531,11 @@ bool Main::iteration() { AudioServer::get_singleton()->update(); if (EngineDebugger::is_active()) { - EngineDebugger::get_singleton()->iteration(frame_time, idle_process_ticks, physics_process_ticks, frame_slice); + EngineDebugger::get_singleton()->iteration(frame_time, process_ticks, physics_process_ticks, physics_step); } frames++; - Engine::get_singleton()->_idle_frames++; + Engine::get_singleton()->_process_frames++; if (frame > 1000000) { if (editor || project_manager) { @@ -2548,9 +2547,9 @@ bool Main::iteration() { } Engine::get_singleton()->_fps = frames; - performance->set_process_time(USEC_TO_SEC(idle_process_max)); + performance->set_process_time(USEC_TO_SEC(process_max)); performance->set_physics_process_time(USEC_TO_SEC(physics_process_max)); - idle_process_max = 0; + process_max = 0; physics_process_max = 0; frame %= 1000000; @@ -2687,8 +2686,7 @@ void Main::cleanup() { //attempt to restart with arguments String exec = OS::get_singleton()->get_executable_path(); List<String> args = OS::get_singleton()->get_restart_on_exit_arguments(); - OS::ProcessID pid = 0; - OS::get_singleton()->execute(exec, args, false, &pid); + OS::get_singleton()->create_process(exec, args); OS::get_singleton()->set_restart_on_exit(false, List<String>()); //clear list (uses memory) } diff --git a/main/main.h b/main/main.h index 168b2e5e86..9e606c188d 100644 --- a/main/main.h +++ b/main/main.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/main/main_timer_sync.cpp b/main/main_timer_sync.cpp index 5252ea005b..93448d0904 100644 --- a/main/main_timer_sync.cpp +++ b/main/main_timer_sync.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -30,17 +30,17 @@ #include "main_timer_sync.h" -void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) { - if (idle_step < min_idle_step) { - idle_step = min_idle_step; - } else if (idle_step > max_idle_step) { - idle_step = max_idle_step; +void MainFrameTime::clamp_process_step(float min_process_step, float max_process_step) { + if (process_step < min_process_step) { + process_step = min_process_step; + } else if (process_step > max_process_step) { + process_step = max_process_step; } } ///////////////////////////////// -// returns the fraction of p_frame_slice required for the timer to overshoot +// returns the fraction of p_physics_step required for the timer to overshoot // before advance_core considers changing the physics_steps return from // the typical values as defined by typical_physics_steps float MainTimerSync::get_physics_jitter_fix() { @@ -72,15 +72,15 @@ int MainTimerSync::get_average_physics_steps(float &p_min, float &p_max) { return CONTROL_STEPS; } -// advance physics clock by p_idle_step, return appropriate number of steps to simulate -MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step) { +// advance physics clock by p_process_step, return appropriate number of steps to simulate +MainFrameTime MainTimerSync::advance_core(float p_physics_step, int p_physics_fps, float p_process_step) { MainFrameTime ret; - ret.idle_step = p_idle_step; + ret.process_step = p_process_step; // simple determination of number of physics iteration - time_accum += ret.idle_step; - ret.physics_steps = floor(time_accum * p_iterations_per_second); + time_accum += ret.process_step; + ret.physics_steps = floor(time_accum * p_physics_fps); int min_typical_steps = typical_physics_steps[0]; int max_typical_steps = min_typical_steps + 1; @@ -107,7 +107,7 @@ MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_iterations_ // try to keep it consistent with previous iterations if (ret.physics_steps < min_typical_steps) { - const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix()); + const int max_possible_steps = floor((time_accum)*p_physics_fps + get_physics_jitter_fix()); if (max_possible_steps < min_typical_steps) { ret.physics_steps = max_possible_steps; update_typical = true; @@ -115,7 +115,7 @@ MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_iterations_ ret.physics_steps = min_typical_steps; } } else if (ret.physics_steps > max_typical_steps) { - const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix()); + const int min_possible_steps = floor((time_accum)*p_physics_fps - get_physics_jitter_fix()); if (min_possible_steps > max_typical_steps) { ret.physics_steps = min_possible_steps; update_typical = true; @@ -124,7 +124,7 @@ MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_iterations_ } } - time_accum -= ret.physics_steps * p_frame_slice; + time_accum -= ret.physics_steps * p_physics_step; // keep track of accumulated step counts for (int i = CONTROL_STEPS - 2; i >= 0; --i) { @@ -146,52 +146,52 @@ MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_iterations_ } // calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero -MainFrameTime MainTimerSync::advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step) { +MainFrameTime MainTimerSync::advance_checked(float p_physics_step, int p_physics_fps, float p_process_step) { if (fixed_fps != -1) { - p_idle_step = 1.0 / fixed_fps; + p_process_step = 1.0 / fixed_fps; } // compensate for last deficit - p_idle_step += time_deficit; + p_process_step += time_deficit; - MainFrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_idle_step); + MainFrameTime ret = advance_core(p_physics_step, p_physics_fps, p_process_step); - // we will do some clamping on ret.idle_step and need to sync those changes to time_accum, + // we will do some clamping on ret.process_step and need to sync those changes to time_accum, // that's easiest if we just remember their fixed difference now - const double idle_minus_accum = ret.idle_step - time_accum; + const double process_minus_accum = ret.process_step - time_accum; - // first, least important clamping: keep ret.idle_step consistent with typical_physics_steps. - // this smoothes out the idle steps and culls small but quick variations. + // first, least important clamping: keep ret.process_step consistent with typical_physics_steps. + // this smoothes out the process steps and culls small but quick variations. { float min_average_physics_steps, max_average_physics_steps; int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps); if (consistent_steps > 3) { - ret.clamp_idle(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice); + ret.clamp_process_step(min_average_physics_steps * p_physics_step, max_average_physics_steps * p_physics_step); } } // second clamping: keep abs(time_deficit) < jitter_fix * frame_slise - float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice; - ret.clamp_idle(p_idle_step - max_clock_deviation, p_idle_step + max_clock_deviation); + float max_clock_deviation = get_physics_jitter_fix() * p_physics_step; + ret.clamp_process_step(p_process_step - max_clock_deviation, p_process_step + max_clock_deviation); - // last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and idle - ret.clamp_idle(idle_minus_accum, idle_minus_accum + p_frame_slice); + // last clamping: make sure time_accum is between 0 and p_physics_step for consistency between physics and process + ret.clamp_process_step(process_minus_accum, process_minus_accum + p_physics_step); // restore time_accum - time_accum = ret.idle_step - idle_minus_accum; + time_accum = ret.process_step - process_minus_accum; // track deficit - time_deficit = p_idle_step - ret.idle_step; + time_deficit = p_process_step - ret.process_step; - // p_frame_slice is 1.0 / iterations_per_sec + // p_physics_step is 1.0 / iterations_per_sec // i.e. the time in seconds taken by a physics tick - ret.interpolation_fraction = time_accum / p_frame_slice; + ret.interpolation_fraction = time_accum / p_physics_step; return ret; } // determine wall clock step since last iteration -float MainTimerSync::get_cpu_idle_step() { +float MainTimerSync::get_cpu_process_step() { uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec; last_cpu_ticks_usec = current_cpu_ticks_usec; @@ -219,9 +219,9 @@ void MainTimerSync::set_fixed_fps(int p_fixed_fps) { fixed_fps = p_fixed_fps; } -// advance one frame, return timesteps to take -MainFrameTime MainTimerSync::advance(float p_frame_slice, int p_iterations_per_second) { - float cpu_idle_step = get_cpu_idle_step(); +// advance one physics frame, return timesteps to take +MainFrameTime MainTimerSync::advance(float p_physics_step, int p_physics_fps) { + float cpu_process_step = get_cpu_process_step(); - return advance_checked(p_frame_slice, p_iterations_per_second, cpu_idle_step); + return advance_checked(p_physics_step, p_physics_fps, cpu_process_step); } diff --git a/main/main_timer_sync.h b/main/main_timer_sync.h index f8497140cd..884978bf96 100644 --- a/main/main_timer_sync.h +++ b/main/main_timer_sync.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -34,11 +34,11 @@ #include "core/config/engine.h" struct MainFrameTime { - float idle_step; // time to advance idles for (argument to process()) + float process_step; // delta time to advance during process() int physics_steps; // number of times to iterate the physics engine float interpolation_fraction; // fraction through the current physics tick - void clamp_idle(float min_idle_step, float max_idle_step); + void clamp_process_step(float min_process_step, float max_process_step); }; class MainTimerSync { @@ -49,7 +49,7 @@ class MainTimerSync { // logical game time since last physics timestep float time_accum = 0; - // current difference between wall clock time and reported sum of idle_steps + // current difference between wall clock time and reported sum of process_steps float time_deficit = 0; // number of frames back for keeping accumulated physics steps roughly constant. @@ -67,7 +67,7 @@ class MainTimerSync { int fixed_fps = 0; protected: - // returns the fraction of p_frame_slice required for the timer to overshoot + // returns the fraction of p_physics_step required for the timer to overshoot // before advance_core considers changing the physics_steps return from // the typical values as defined by typical_physics_steps float get_physics_jitter_fix(); @@ -76,14 +76,14 @@ protected: // return value: number of frames back this data is consistent int get_average_physics_steps(float &p_min, float &p_max); - // advance physics clock by p_idle_step, return appropriate number of steps to simulate - MainFrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step); + // advance physics clock by p_process_step, return appropriate number of steps to simulate + MainFrameTime advance_core(float p_physics_step, int p_physics_fps, float p_process_step); // calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero - MainFrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step); + MainFrameTime advance_checked(float p_physics_step, int p_physics_fps, float p_process_step); // determine wall clock step since last iteration - float get_cpu_idle_step(); + float get_cpu_process_step(); public: MainTimerSync(); @@ -96,7 +96,7 @@ public: void set_fixed_fps(int p_fixed_fps); // advance one frame, return timesteps to take - MainFrameTime advance(float p_frame_slice, int p_iterations_per_second); + MainFrameTime advance(float p_physics_step, int p_physics_fps); }; #endif // MAIN_TIMER_SYNC_H diff --git a/main/performance.cpp b/main/performance.cpp index 9de269ba5f..1a422dc499 100644 --- a/main/performance.cpp +++ b/main/performance.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/main/performance.h b/main/performance.h index 40f1d5cb05..122e5a4f9a 100644 --- a/main/performance.h +++ b/main/performance.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ |