diff options
Diffstat (limited to 'main')
-rw-r--r-- | main/input_default.cpp | 122 | ||||
-rw-r--r-- | main/input_default.h | 17 | ||||
-rw-r--r-- | main/main.cpp | 278 | ||||
-rw-r--r-- | main/main.h | 1 | ||||
-rw-r--r-- | main/tests/test_oa_hash_map.cpp | 6 | ||||
-rw-r--r-- | main/timer_sync.cpp | 223 | ||||
-rw-r--r-- | main/timer_sync.h | 101 |
7 files changed, 590 insertions, 158 deletions
diff --git a/main/input_default.cpp b/main/input_default.cpp index 3c40be5082..29d30110e3 100644 --- a/main/input_default.cpp +++ b/main/input_default.cpp @@ -194,8 +194,6 @@ void InputDefault::joy_connection_changed(int p_idx, bool p_connected, String p_ Joypad js; js.name = p_connected ? p_name : ""; js.uid = p_connected ? p_guid : ""; - js.mapping = -1; - js.hat_current = 0; if (p_connected) { @@ -258,6 +256,11 @@ Vector3 InputDefault::get_gyroscope() const { void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) { + _parse_input_event_impl(p_event, false); +} + +void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) { + _THREAD_SAFE_METHOD_ Ref<InputEventKey> k = p_event; @@ -281,25 +284,30 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) { mouse_button_mask &= ~(1 << (mb->get_button_index() - 1)); } - if (main_loop && emulate_touch && mb->get_button_index() == 1) { + Point2 pos = mb->get_global_position(); + if (mouse_pos != pos) { + set_mouse_position(pos); + } + + if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mb->get_button_index() == 1) { Ref<InputEventScreenTouch> touch_event; touch_event.instance(); touch_event->set_pressed(mb->is_pressed()); touch_event->set_position(mb->get_position()); main_loop->input_event(touch_event); } - - Point2 pos = mb->get_global_position(); - if (mouse_pos != pos) { - set_mouse_position(pos); - } } Ref<InputEventMouseMotion> mm = p_event; if (mm.is_valid()) { - if (main_loop && emulate_touch && mm->get_button_mask() & 1) { + Point2 pos = mm->get_global_position(); + if (mouse_pos != pos) { + set_mouse_position(pos); + } + + if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mm->get_button_mask() & 1) { Ref<InputEventScreenDrag> drag_event; drag_event.instance(); @@ -311,6 +319,58 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) { } } + if (emulate_mouse_from_touch) { + + Ref<InputEventScreenTouch> st = p_event; + + if (st.is_valid()) { + bool translate = false; + if (st->is_pressed()) { + if (mouse_from_touch_index == -1) { + translate = true; + mouse_from_touch_index = st->get_index(); + } + } else { + if (st->get_index() == mouse_from_touch_index) { + translate = true; + mouse_from_touch_index = -1; + } + } + + if (translate) { + Ref<InputEventMouseButton> button_event; + button_event.instance(); + + button_event->set_position(st->get_position()); + button_event->set_global_position(st->get_position()); + button_event->set_pressed(st->is_pressed()); + button_event->set_button_index(BUTTON_LEFT); + if (st->is_pressed()) { + button_event->set_button_mask(mouse_button_mask | (1 << BUTTON_LEFT - 1)); + } else { + button_event->set_button_mask(mouse_button_mask & ~(1 << BUTTON_LEFT - 1)); + } + + _parse_input_event_impl(button_event, true); + } + } + + Ref<InputEventScreenDrag> sd = p_event; + + if (sd.is_valid() && sd->get_index() == mouse_from_touch_index) { + Ref<InputEventMouseMotion> motion_event; + motion_event.instance(); + + motion_event->set_position(sd->get_position()); + motion_event->set_global_position(sd->get_position()); + motion_event->set_relative(sd->get_relative()); + motion_event->set_speed(sd->get_speed()); + motion_event->set_button_mask(mouse_button_mask); + + _parse_input_event_impl(motion_event, true); + } + } + Ref<InputEventJoypadButton> jb = p_event; if (jb.is_valid()) { @@ -495,14 +555,44 @@ void InputDefault::action_release(const StringName &p_action) { action_state[p_action] = action; } -void InputDefault::set_emulate_touch(bool p_emulate) { +void InputDefault::set_emulate_touch_from_mouse(bool p_emulate) { + + emulate_touch_from_mouse = p_emulate; +} + +bool InputDefault::is_emulating_touch_from_mouse() const { + + return emulate_touch_from_mouse; +} + +// Calling this whenever the game window is focused helps unstucking the "touch mouse" +// if the OS or its abstraction class hasn't properly reported that touch pointers raised +void InputDefault::ensure_touch_mouse_raised() { + + if (mouse_from_touch_index != -1) { + mouse_from_touch_index = -1; + + Ref<InputEventMouseButton> button_event; + button_event.instance(); + + button_event->set_position(mouse_pos); + button_event->set_global_position(mouse_pos); + button_event->set_pressed(false); + button_event->set_button_index(BUTTON_LEFT); + button_event->set_button_mask(mouse_button_mask & ~(1 << BUTTON_LEFT - 1)); + + _parse_input_event_impl(button_event, true); + } +} + +void InputDefault::set_emulate_mouse_from_touch(bool p_emulate) { - emulate_touch = p_emulate; + emulate_mouse_from_touch = p_emulate; } -bool InputDefault::is_emulating_touchscreen() const { +bool InputDefault::is_emulating_mouse_from_touch() const { - return emulate_touch; + return emulate_mouse_from_touch; } Input::CursorShape InputDefault::get_default_cursor_shape() { @@ -539,7 +629,9 @@ void InputDefault::set_mouse_in_window(bool p_in_window) { InputDefault::InputDefault() { mouse_button_mask = 0; - emulate_touch = false; + emulate_touch_from_mouse = false; + emulate_mouse_from_touch = false; + mouse_from_touch_index = -1; main_loop = NULL; hat_map_default[HAT_UP].type = TYPE_BUTTON; @@ -797,12 +889,12 @@ InputDefault::JoyEvent InputDefault::_find_to_event(String p_to) { JoyEvent ret; ret.type = -1; + ret.index = 0; int i = 0; while (buttons[i]) { if (p_to == buttons[i]) { - //printf("mapping button %s\n", buttons[i]); ret.type = TYPE_BUTTON; ret.index = i; ret.value = 0; diff --git a/main/input_default.h b/main/input_default.h index 6dd88cd31e..2e3cae8520 100644 --- a/main/input_default.h +++ b/main/input_default.h @@ -60,7 +60,10 @@ class InputDefault : public Input { Map<StringName, Action> action_state; - bool emulate_touch; + bool emulate_touch_from_mouse; + bool emulate_mouse_from_touch; + + int mouse_from_touch_index; struct VibrationInfo { float weak_magnitude; @@ -97,7 +100,6 @@ class InputDefault : public Input { int hat_current; Joypad() { - for (int i = 0; i < JOY_AXIS_MAX; i++) { last_axis[i] = 0.0f; @@ -110,6 +112,7 @@ class InputDefault : public Input { last_hat = HAT_MASK_CENTER; filter = 0.01f; mapping = -1; + hat_current = 0; } }; @@ -176,6 +179,8 @@ private: void _axis_event(int p_device, int p_axis, float p_value); float _handle_deadzone(int p_device, int p_axis, float p_value); + void _parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated); + public: virtual bool is_key_pressed(int p_scancode) const; virtual bool is_mouse_button_pressed(int p_button) const; @@ -225,8 +230,12 @@ public: void iteration(float p_step); - void set_emulate_touch(bool p_emulate); - virtual bool is_emulating_touchscreen() const; + void set_emulate_touch_from_mouse(bool p_emulate); + virtual bool is_emulating_touch_from_mouse() const; + void ensure_touch_mouse_raised(); + + void set_emulate_mouse_from_touch(bool p_emulate); + virtual bool is_emulating_mouse_from_touch() const; virtual CursorShape get_default_cursor_shape(); virtual void set_default_cursor_shape(CursorShape p_shape); diff --git a/main/main.cpp b/main/main.cpp index a59ca3da3b..119d1ee345 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -82,6 +82,8 @@ #include "version.h" #include "version_hash.gen.h" +#include "main/timer_sync.h" + static ProjectSettings *globals = NULL; static Engine *engine = NULL; static InputMap *input_map = NULL; @@ -261,9 +263,10 @@ void Main::print_help(const char *p_binary) { OS::get_singleton()->print("Standalone tools:\n"); OS::get_singleton()->print(" -s, --script <script> Run a script.\n"); + OS::get_singleton()->print(" --check-only Only parse for errors and quit (use with --script).\n"); #ifdef TOOLS_ENABLED - OS::get_singleton()->print(" --export <target> Export the project using the given export target.\n"); - OS::get_singleton()->print(" --export-debug Use together with --export, enables debug mode for the template.\n"); + OS::get_singleton()->print(" --export <target> Export the project using the given export target. Export only main pack if path ends with .pck or .zip'.\n"); + OS::get_singleton()->print(" --export-debug <target> Like --export, but use debug template.\n"); OS::get_singleton()->print(" --doctool <path> Dump the engine API reference to the given <path> in XML format, merging if existing files are found.\n"); OS::get_singleton()->print(" --no-docbase Disallow dumping the base types (used with --doctool).\n"); OS::get_singleton()->print(" --build-solutions Build the scripting solutions (e.g. for C# projects).\n"); @@ -337,7 +340,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph String video_driver = ""; String audio_driver = ""; - String game_path = "."; + String project_path = "."; bool upwards = false; String debug_mode; String debug_host; @@ -553,7 +556,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph if (OS::get_singleton()->set_cwd(p) == OK) { //nothing } else { - game_path = I->next()->get(); //use game_path instead + project_path = I->next()->get(); //use project_path instead } N = I->next()->next(); } else { @@ -576,7 +579,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph if (OS::get_singleton()->set_cwd(path) == OK) { // path already specified, don't override } else { - game_path = path; + project_path = path; } #ifdef TOOLS_ENABLED editor = true; @@ -672,35 +675,20 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } else if (I->get() == "--disable-crash-handler") { OS::get_singleton()->disable_crash_handler(); } else { - - //test for game path - bool gpfound = false; - - if (!I->get().begins_with("-") && game_path == "") { - DirAccess *da = DirAccess::open(I->get()); - if (da != NULL) { - game_path = I->get(); - gpfound = true; - memdelete(da); - } - } - - if (!gpfound) { - main_args.push_back(I->get()); - } + main_args.push_back(I->get()); } I = N; } - if (globals->setup(game_path, main_pack, upwards) == OK) { + if (globals->setup(project_path, main_pack, upwards) == OK) { found_project = true; } else { #ifdef TOOLS_ENABLED editor = false; #else - OS::get_singleton()->print("Error: Could not load game path '%s'.\n", game_path.ascii().get_data()); + OS::get_singleton()->print("Error: Could not load game path '%s'.\n", project_path.ascii().get_data()); goto error; #endif @@ -730,6 +718,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } else if (debug_mode == "local") { script_debugger = memnew(ScriptDebuggerLocal); + OS::get_singleton()->initialize_debugging(); } FileAccessNetwork::configure(); @@ -874,7 +863,11 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph OS::get_singleton()->_allow_hidpi = GLOBAL_DEF("display/window/dpi/allow_hidpi", false); } + OS::get_singleton()->_allow_layered = GLOBAL_DEF("display/window/allow_per_pixel_transparency", false); + video_mode.use_vsync = GLOBAL_DEF("display/window/vsync/use_vsync", true); + video_mode.layered = GLOBAL_DEF("display/window/per_pixel_transparency", false); + video_mode.layered_splash = GLOBAL_DEF("display/window/per_pixel_transparency_splash", false); GLOBAL_DEF("rendering/quality/intended_usage/framebuffer_allocation", 2); GLOBAL_DEF("rendering/quality/intended_usage/framebuffer_allocation.mobile", 3); @@ -882,6 +875,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph if (editor || project_manager) { // The editor and project manager always detect and use hiDPI if needed OS::get_singleton()->_allow_hidpi = true; + OS::get_singleton()->_allow_layered = false; } Engine::get_singleton()->_pixel_snap = GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false); @@ -955,6 +949,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } Engine::get_singleton()->set_iterations_per_second(GLOBAL_DEF("physics/common/physics_fps", 60)); + Engine::get_singleton()->set_physics_jitter_fix(GLOBAL_DEF("physics/common/physics_jitter_fix", 0.5)); Engine::get_singleton()->set_target_fps(GLOBAL_DEF("debug/settings/fps/force_fps", 0)); GLOBAL_DEF("debug/settings/stdout/print_fps", false); @@ -984,7 +979,7 @@ error: video_driver = ""; audio_driver = ""; - game_path = ""; + project_path = ""; args.clear(); main_args.clear(); @@ -1141,13 +1136,16 @@ Error Main::setup2(Thread::ID p_main_tid_override) { GLOBAL_DEF("application/config/icon", String()); ProjectSettings::get_singleton()->set_custom_property_info("application/config/icon", PropertyInfo(Variant::STRING, "application/config/icon", PROPERTY_HINT_FILE, "*.png,*.webp")); - if (bool(GLOBAL_DEF("display/window/handheld/emulate_touchscreen", false))) { - if (!OS::get_singleton()->has_touchscreen_ui_hint() && Input::get_singleton() && !(editor || project_manager)) { - //only if no touchscreen ui hint, set emulation - InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton()); - if (id) - id->set_emulate_touch(true); + InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton()); + if (id) { + if (bool(GLOBAL_DEF("input_devices/pointing/emulate_touch_from_mouse", false)) && !(editor || project_manager)) { + if (!OS::get_singleton()->has_touchscreen_ui_hint()) { + //only if no touchscreen ui hint, set emulation + id->set_emulate_touch_from_mouse(true); + } } + + id->set_emulate_mouse_from_touch(bool(GLOBAL_DEF("input_devices/pointing/emulate_mouse_from_touch", true))); } MAIN_PRINT("Main: Load Remaps"); @@ -1225,6 +1223,10 @@ Error Main::setup2(Thread::ID p_main_tid_override) { return OK; } +// everything the main loop needs to know about frame timings + +static MainTimerSync main_timer_sync; + bool Main::start() { ERR_FAIL_COND_V(!_start_success, false); @@ -1238,6 +1240,9 @@ bool Main::start() { String test; String _export_preset; bool export_debug = false; + bool check_only = false; + + main_timer_sync.init(OS::get_singleton()->get_ticks_usec()); List<String> args = OS::get_singleton()->get_cmdline_args(); for (int i = 0; i < args.size(); i++) { @@ -1258,6 +1263,8 @@ bool Main::start() { bool parsed_pair = true; if (args[i] == "-s" || args[i] == "--script") { script = args[i + 1]; + } else if (args[i] == "--check-only") { + check_only = true; } else if (args[i] == "--test") { test = args[i + 1]; #ifdef TOOLS_ENABLED @@ -1312,7 +1319,7 @@ bool Main::start() { DocData docsrc; Map<String, String> doc_data_classes; Set<String> checked_paths; - print_line("Loading docs.."); + print_line("Loading docs..."); for (int i = 0; i < _doc_data_class_path_count; i++) { String path = doc_tool.plus_file(_doc_data_class_paths[i].path); @@ -1330,14 +1337,14 @@ bool Main::start() { checked_paths.insert(index_path); print_line("Loading docs from: " + index_path); - print_line("Merging docs.."); + print_line("Merging docs..."); doc.merge_from(docsrc); for (Set<String>::Element *E = checked_paths.front(); E; E = E->next()) { print_line("Erasing old docs at: " + E->get()); DocData::erase_classes(E->get()); } - print_line("Generating new docs.."); + print_line("Generating new docs..."); doc.save_classes(index_path, doc_data_classes); return false; @@ -1380,6 +1387,10 @@ bool Main::start() { ERR_EXPLAIN("Can't load script: " + script); ERR_FAIL_COND_V(script_res.is_null(), false); + if (check_only) { + return false; + } + if (script_res->can_instance() /*&& script_res->inherits_from("SceneTreeScripted")*/) { StringName instance_type = script_res->get_instance_base_type(); @@ -1441,6 +1452,91 @@ bool Main::start() { } #endif + if (!project_manager && !editor) { // game + if (game_path != "" || script != "") { + //autoload + List<PropertyInfo> props; + ProjectSettings::get_singleton()->get_property_list(&props); + + //first pass, add the constants so they exist before any script is loaded + for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) { + + String s = E->get().name; + if (!s.begins_with("autoload/")) + continue; + String name = s.get_slicec('/', 1); + String path = ProjectSettings::get_singleton()->get(s); + bool global_var = false; + if (path.begins_with("*")) { + global_var = true; + } + + if (global_var) { + for (int i = 0; i < ScriptServer::get_language_count(); i++) { + ScriptServer::get_language(i)->add_global_constant(name, Variant()); + } + } + } + + //second pass, load into global constants + List<Node *> to_add; + for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) { + + String s = E->get().name; + if (!s.begins_with("autoload/")) + continue; + String name = s.get_slicec('/', 1); + String path = ProjectSettings::get_singleton()->get(s); + bool global_var = false; + if (path.begins_with("*")) { + global_var = true; + path = path.substr(1, path.length() - 1); + } + + RES res = ResourceLoader::load(path); + ERR_EXPLAIN("Can't autoload: " + path); + ERR_CONTINUE(res.is_null()); + Node *n = NULL; + if (res->is_class("PackedScene")) { + Ref<PackedScene> ps = res; + n = ps->instance(); + } else if (res->is_class("Script")) { + Ref<Script> s = res; + StringName ibt = s->get_instance_base_type(); + bool valid_type = ClassDB::is_parent_class(ibt, "Node"); + ERR_EXPLAIN("Script does not inherit a Node: " + path); + ERR_CONTINUE(!valid_type); + + Object *obj = ClassDB::instance(ibt); + + ERR_EXPLAIN("Cannot instance script for autoload, expected 'Node' inheritance, got: " + String(ibt)); + ERR_CONTINUE(obj == NULL); + + n = Object::cast_to<Node>(obj); + n->set_script(s.get_ref_ptr()); + } + + ERR_EXPLAIN("Path in autoload not a node or script: " + path); + ERR_CONTINUE(!n); + n->set_name(name); + + //defer so references are all valid on _ready() + to_add.push_back(n); + + if (global_var) { + for (int i = 0; i < ScriptServer::get_language_count(); i++) { + ScriptServer::get_language(i)->add_global_constant(name, n); + } + } + } + + for (List<Node *>::Element *E = to_add.front(); E; E = E->next()) { + + sml->get_root()->add_child(E->get()); + } + } + } + #ifdef TOOLS_ENABLED EditorNode *editor_node = NULL; @@ -1460,9 +1556,6 @@ bool Main::start() { } #endif - { - } - if (!editor && !project_manager) { //standard helpers that can be changed from main config @@ -1512,7 +1605,7 @@ bool Main::start() { bool snap_controls = GLOBAL_DEF("gui/common/snap_controls_to_pixels", true); sml->get_root()->set_snap_controls_to_pixels(snap_controls); - bool font_oversampling = GLOBAL_DEF("rendering/quality/dynamic_fonts/use_oversampling", false); + bool font_oversampling = GLOBAL_DEF("rendering/quality/dynamic_fonts/use_oversampling", true); sml->set_use_font_oversampling(font_oversampling); } else { @@ -1525,7 +1618,7 @@ bool Main::start() { sml->set_auto_accept_quit(GLOBAL_DEF("application/config/auto_accept_quit", true)); sml->set_quit_on_go_back(GLOBAL_DEF("application/config/quit_on_go_back", true)); GLOBAL_DEF("gui/common/snap_controls_to_pixels", true); - GLOBAL_DEF("rendering/quality/dynamic_fonts/use_oversampling", false); + GLOBAL_DEF("rendering/quality/dynamic_fonts/use_oversampling", true); } String local_game_path; @@ -1575,89 +1668,6 @@ bool Main::start() { } if (!project_manager && !editor) { // game - if (game_path != "" || script != "") { - //autoload - List<PropertyInfo> props; - ProjectSettings::get_singleton()->get_property_list(&props); - - //first pass, add the constants so they exist before any script is loaded - for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) { - - String s = E->get().name; - if (!s.begins_with("autoload/")) - continue; - String name = s.get_slicec('/', 1); - String path = ProjectSettings::get_singleton()->get(s); - bool global_var = false; - if (path.begins_with("*")) { - global_var = true; - } - - if (global_var) { - for (int i = 0; i < ScriptServer::get_language_count(); i++) { - ScriptServer::get_language(i)->add_global_constant(name, Variant()); - } - } - } - - //second pass, load into global constants - List<Node *> to_add; - for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) { - - String s = E->get().name; - if (!s.begins_with("autoload/")) - continue; - String name = s.get_slicec('/', 1); - String path = ProjectSettings::get_singleton()->get(s); - bool global_var = false; - if (path.begins_with("*")) { - global_var = true; - path = path.substr(1, path.length() - 1); - } - - RES res = ResourceLoader::load(path); - ERR_EXPLAIN("Can't autoload: " + path); - ERR_CONTINUE(res.is_null()); - Node *n = NULL; - if (res->is_class("PackedScene")) { - Ref<PackedScene> ps = res; - n = ps->instance(); - } else if (res->is_class("Script")) { - Ref<Script> s = res; - StringName ibt = s->get_instance_base_type(); - bool valid_type = ClassDB::is_parent_class(ibt, "Node"); - ERR_EXPLAIN("Script does not inherit a Node: " + path); - ERR_CONTINUE(!valid_type); - - Object *obj = ClassDB::instance(ibt); - - ERR_EXPLAIN("Cannot instance script for autoload, expected 'Node' inheritance, got: " + String(ibt)); - ERR_CONTINUE(obj == NULL); - - n = Object::cast_to<Node>(obj); - n->set_script(s.get_ref_ptr()); - } - - ERR_EXPLAIN("Path in autoload not a node or script: " + path); - ERR_CONTINUE(!n); - n->set_name(name); - - //defer so references are all valid on _ready() - to_add.push_back(n); - - if (global_var) { - for (int i = 0; i < ScriptServer::get_language_count(); i++) { - ScriptServer::get_language(i)->add_global_constant(name, n); - } - } - } - - for (List<Node *>::Element *E = to_add.front(); E; E = E->next()) { - - sml->get_root()->add_child(E->get()); - } - } - if (game_path != "") { Node *scene = NULL; Ref<PackedScene> scenedata = ResourceLoader::load(local_game_path); @@ -1704,7 +1714,6 @@ bool Main::start() { uint64_t Main::last_ticks = 0; uint64_t Main::target_ticks = 0; -float Main::time_accum = 0; uint32_t Main::frames = 0; uint32_t Main::frame = 0; bool Main::force_redraw_requested = false; @@ -1717,14 +1726,16 @@ bool Main::iteration() { uint64_t ticks = OS::get_singleton()->get_ticks_usec(); Engine::get_singleton()->_frame_ticks = ticks; + main_timer_sync.set_cpu_ticks_usec(ticks); + main_timer_sync.set_fixed_fps(fixed_fps); uint64_t ticks_elapsed = ticks - last_ticks; - double step = (double)ticks_elapsed / 1000000.0; - if (fixed_fps != -1) - step = 1.0 / fixed_fps; + int physics_fps = Engine::get_singleton()->get_iterations_per_second(); + float frame_slice = 1.0 / physics_fps; - float frame_slice = 1.0 / Engine::get_singleton()->get_iterations_per_second(); + MainFrameTime advance = main_timer_sync.advance(frame_slice, physics_fps); + double step = advance.idle_step; Engine::get_singleton()->_frame_step = step; @@ -1740,20 +1751,19 @@ bool Main::iteration() { last_ticks = ticks; - if (fixed_fps == -1 && step > frame_slice * 8) - step = frame_slice * 8; - - time_accum += step; + 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; + advance.physics_steps = max_physics_steps; + } float time_scale = Engine::get_singleton()->get_time_scale(); bool exit = false; - int iters = 0; - Engine::get_singleton()->_in_physics = true; - while (time_accum > frame_slice) { + for (int iters = 0; iters < advance.physics_steps; ++iters) { uint64_t physics_begin = OS::get_singleton()->get_ticks_usec(); @@ -1775,12 +1785,10 @@ bool Main::iteration() { Physics2DServer::get_singleton()->end_sync(); Physics2DServer::get_singleton()->step(frame_slice * time_scale); - time_accum -= frame_slice; 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_max = MAX(OS::get_singleton()->get_ticks_usec() - physics_begin, physics_process_max); - iters++; Engine::get_singleton()->_physics_frames++; } diff --git a/main/main.h b/main/main.h index 8b805fa1d0..c20592bf3b 100644 --- a/main/main.h +++ b/main/main.h @@ -44,7 +44,6 @@ class Main { static void print_help(const char *p_binary); static uint64_t last_ticks; static uint64_t target_ticks; - static float time_accum; static uint32_t frames; static uint32_t frame; static bool force_redraw_requested; diff --git a/main/tests/test_oa_hash_map.cpp b/main/tests/test_oa_hash_map.cpp index ac65fdf19c..0e34faace7 100644 --- a/main/tests/test_oa_hash_map.cpp +++ b/main/tests/test_oa_hash_map.cpp @@ -49,7 +49,7 @@ MainLoop *test() { map.set(42, 11880); int value; - map.lookup(42, &value); + map.lookup(42, value); OS::get_singleton()->print("capacity %d\n", map.get_capacity()); OS::get_singleton()->print("elements %d\n", map.get_num_elements()); @@ -72,7 +72,7 @@ MainLoop *test() { uint32_t num_elems = 0; for (int i = 0; i < 500; i++) { int tmp; - if (map.lookup(i, &tmp)) + if (map.lookup(i, tmp) && tmp == i * 2) num_elems++; } @@ -88,7 +88,7 @@ MainLoop *test() { map.set("Godot rocks", 42); for (OAHashMap<String, int>::Iterator it = map.iter(); it.valid; it = map.next_iter(it)) { - OS::get_singleton()->print("map[\"%s\"] = %d\n", it.key->utf8().get_data(), *it.data); + OS::get_singleton()->print("map[\"%s\"] = %d\n", it.key->utf8().get_data(), *it.value); } } diff --git a/main/timer_sync.cpp b/main/timer_sync.cpp new file mode 100644 index 0000000000..9f4f6ed271 --- /dev/null +++ b/main/timer_sync.cpp @@ -0,0 +1,223 @@ +/*************************************************************************/ +/* timer_sync.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2018 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 */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "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; + } +} + +///////////////////////////////// + +// returns the fraction of p_frame_slice 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() { + return Engine::get_singleton()->get_physics_jitter_fix(); +} + +// gets our best bet for the average number of physics steps per render frame +// return value: number of frames back this data is consistent +int MainTimerSync::get_average_physics_steps(float &p_min, float &p_max) { + p_min = typical_physics_steps[0]; + p_max = p_min + 1; + + for (int i = 1; i < CONTROL_STEPS; ++i) { + const float typical_lower = typical_physics_steps[i]; + const float current_min = typical_lower / (i + 1); + if (current_min > p_max) + return i; // bail out of further restrictions would void the interval + else if (current_min > p_min) + p_min = current_min; + const float current_max = (typical_lower + 1) / (i + 1); + if (current_max < p_min) + return i; + else if (current_max < p_max) + p_max = current_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) { + MainFrameTime ret; + + ret.idle_step = p_idle_step; + + // simple determination of number of physics iteration + time_accum += ret.idle_step; + ret.physics_steps = floor(time_accum * p_iterations_per_second); + + int min_typical_steps = typical_physics_steps[0]; + int max_typical_steps = min_typical_steps + 1; + + // given the past recorded steps and typcial steps to match, calculate bounds for this + // step to be typical + bool update_typical = false; + + for (int i = 0; i < CONTROL_STEPS - 1; ++i) { + int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i]; + if (steps_left_to_match_typical > max_typical_steps || + steps_left_to_match_typical + 1 < min_typical_steps) { + update_typical = true; + break; + } + + if (steps_left_to_match_typical > min_typical_steps) + min_typical_steps = steps_left_to_match_typical; + if (steps_left_to_match_typical + 1 < max_typical_steps) + max_typical_steps = steps_left_to_match_typical + 1; + } + + // 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()); + if (max_possible_steps < min_typical_steps) { + ret.physics_steps = max_possible_steps; + update_typical = true; + } else { + 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()); + if (min_possible_steps > max_typical_steps) { + ret.physics_steps = min_possible_steps; + update_typical = true; + } else { + ret.physics_steps = max_typical_steps; + } + } + + time_accum -= ret.physics_steps * p_frame_slice; + + // keep track of accumulated step counts + for (int i = CONTROL_STEPS - 2; i >= 0; --i) { + accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps; + } + accumulated_physics_steps[0] = ret.physics_steps; + + if (update_typical) { + for (int i = CONTROL_STEPS - 1; i >= 0; --i) { + if (typical_physics_steps[i] > accumulated_physics_steps[i]) { + typical_physics_steps[i] = accumulated_physics_steps[i]; + } else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) { + typical_physics_steps[i] = accumulated_physics_steps[i] - 1; + } + } + } + + return ret; +} + +// 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) { + if (fixed_fps != -1) + p_idle_step = 1.0 / fixed_fps; + + // compensate for last deficit + p_idle_step += time_deficit; + + MainFrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_idle_step); + + // we will do some clamping on ret.idle_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; + + // 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. + { + 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); + } + } + + // 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); + + // 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); + + // restore time_accum + time_accum = ret.idle_step - idle_minus_accum; + + // track deficit + time_deficit = p_idle_step - ret.idle_step; + + return ret; +} + +// determine wall clock step since last iteration +float MainTimerSync::get_cpu_idle_step() { + uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec; + last_cpu_ticks_usec = current_cpu_ticks_usec; + + return cpu_ticks_elapsed / 1000000.0; +} + +MainTimerSync::MainTimerSync() : + last_cpu_ticks_usec(0), + current_cpu_ticks_usec(0), + time_accum(0), + time_deficit(0), + fixed_fps(0) { + for (int i = CONTROL_STEPS - 1; i >= 0; --i) { + typical_physics_steps[i] = i; + accumulated_physics_steps[i] = i; + } +} + +// start the clock +void MainTimerSync::init(uint64_t p_cpu_ticks_usec) { + current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec; +} + +// set measured wall clock time +void MainTimerSync::set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) { + current_cpu_ticks_usec = p_cpu_ticks_usec; +} + +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(); + + return advance_checked(p_frame_slice, p_iterations_per_second, cpu_idle_step); +} diff --git a/main/timer_sync.h b/main/timer_sync.h new file mode 100644 index 0000000000..75fbe6a9dc --- /dev/null +++ b/main/timer_sync.h @@ -0,0 +1,101 @@ +/*************************************************************************/ +/* timer_sync.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2018 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 */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef TIMER_SYNC_H +#define TIMER_SYNC_H + +#include "core/engine.h" + +struct MainFrameTime { + float idle_step; // time to advance idles for (argument to process()) + int physics_steps; // number of times to iterate the physics engine + + void clamp_idle(float min_idle_step, float max_idle_step); +}; + +class MainTimerSync { + // wall clock time measured on the main thread + uint64_t last_cpu_ticks_usec; + uint64_t current_cpu_ticks_usec; + + // logical game time since last physics timestep + float time_accum; + + // current difference between wall clock time and reported sum of idle_steps + float time_deficit; + + // number of frames back for keeping accumulated physics steps roughly constant. + // value of 12 chosen because that is what is required to make 144 Hz monitors + // behave well with 60 Hz physics updates. The only worse commonly available refresh + // would be 85, requiring CONTROL_STEPS = 17. + static const int CONTROL_STEPS = 12; + + // sum of physics steps done over the last (i+1) frames + int accumulated_physics_steps[CONTROL_STEPS]; + + // typical value for accumulated_physics_steps[i] is either this or this plus one + int typical_physics_steps[CONTROL_STEPS]; + + int fixed_fps; + +protected: + // returns the fraction of p_frame_slice 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(); + + // gets our best bet for the average number of physics steps per render frame + // 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); + + // 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); + + // determine wall clock step since last iteration + float get_cpu_idle_step(); + +public: + MainTimerSync(); + + // start the clock + void init(uint64_t p_cpu_ticks_usec); + // set measured wall clock time + void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec); + //set fixed fps + 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); +}; + +#endif // TIMER_SYNC_H |