mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
176 lines
6.2 KiB
C#
176 lines
6.2 KiB
C#
using System;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.IoC;
|
|
|
|
namespace Robust.Shared.Timing
|
|
{
|
|
/// <summary>
|
|
/// This holds main loop timing information and helper functions.
|
|
/// </summary>
|
|
public interface IGameTiming
|
|
{
|
|
/// <summary>
|
|
/// Is program execution inside of the simulation, or rendering?
|
|
/// </summary>
|
|
bool InSimulation { get; set; }
|
|
|
|
/// <summary>
|
|
/// Is the simulation currently paused?
|
|
/// </summary>
|
|
bool Paused { get; set; }
|
|
|
|
/// <summary>
|
|
/// The current synchronized uptime of the simulation. Use this for in-game timing. This can be rewound for
|
|
/// prediction, and is affected by Paused and TimeScale.
|
|
/// </summary>
|
|
TimeSpan CurTime { get; }
|
|
|
|
/// <summary>
|
|
/// The current real uptime of the simulation. Use this for UI and out of game timing.
|
|
/// </summary>
|
|
TimeSpan RealTime { get; }
|
|
|
|
/// <summary>
|
|
/// The <see cref="RealTime"/> of the server.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 0 if we are the client and we are not connected to a server.
|
|
/// <see cref="RealTime"/> if we are the server.
|
|
/// </remarks>
|
|
TimeSpan ServerTime { get; }
|
|
|
|
/// <summary>
|
|
/// The simulated time it took to render the last frame.
|
|
/// </summary>
|
|
TimeSpan FrameTime { get; }
|
|
|
|
/// <summary>
|
|
/// The real time it took to render the last frame.
|
|
/// </summary>
|
|
TimeSpan RealFrameTime { get; }
|
|
|
|
/// <summary>
|
|
/// Average real frame time over the last 50 frames.
|
|
/// </summary>
|
|
TimeSpan RealFrameTimeAvg { get; }
|
|
|
|
/// <summary>
|
|
/// Standard Deviation of the frame time over the last 50 frames.
|
|
/// </summary>
|
|
TimeSpan RealFrameTimeStdDev { get; }
|
|
|
|
/// <summary>
|
|
/// Current graphics frame since init OpenGL which is taken as frame 1. Useful to set a conditional breakpoint on specific frames, and
|
|
/// synchronize with OGL debugging tools that capture frames. Depending on the tools used, this frame
|
|
/// number will vary between 1 frame more or less due to how that tool is counting frames,
|
|
/// i.e. starting from 0 or 1, having a separate counter, etc. Available in timing debug panel.
|
|
/// </summary>
|
|
uint CurFrame { get; set; }
|
|
|
|
/// <summary>
|
|
/// Average real FPS over the last 50 frames.
|
|
/// </summary>
|
|
double FramesPerSecondAvg { get; }
|
|
|
|
/// <summary>
|
|
/// The current simulation tick being processed.
|
|
/// </summary>
|
|
GameTick CurTick { get; set; }
|
|
|
|
/// <summary>
|
|
/// Time, relative to <see cref="RealTime"/>, the last tick started at.
|
|
/// If we're currently in simulation, that's THIS tick.
|
|
/// </summary>
|
|
TimeSpan LastTick { get; set; }
|
|
|
|
/// <summary>
|
|
/// The target ticks/second of the simulation.
|
|
/// </summary>
|
|
byte TickRate { get; set; }
|
|
|
|
/// <summary>
|
|
/// The baseline time value that CurTime is calculated relatively to.
|
|
/// </summary>
|
|
(TimeSpan, GameTick) TimeBase { get; set; }
|
|
|
|
/// <summary>
|
|
/// The length of a tick at the current TickRate. 1/TickRate.
|
|
/// </summary>
|
|
TimeSpan TickPeriod { get; }
|
|
|
|
/// <summary>
|
|
/// The remaining time left over after the last tick was ran.
|
|
/// </summary>
|
|
TimeSpan TickRemainder { get; set; }
|
|
|
|
TimeSpan CalcAdjustedTickPeriod();
|
|
|
|
/// <summary>
|
|
/// Fraction of how far into the tick we are. <c>0</c> is 0% and <see cref="ushort.MaxValue"/> is 100%.
|
|
/// </summary>
|
|
ushort TickFraction
|
|
{
|
|
get
|
|
{
|
|
if (InSimulation)
|
|
{
|
|
return ushort.MaxValue;
|
|
}
|
|
|
|
return (ushort)(ushort.MaxValue * TickRemainder.TotalSeconds / TickPeriod.TotalSeconds);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// If the client clock is a little behind or ahead of the server, you can
|
|
/// use the to adjust the timing of the clock speed. The default value is 0,
|
|
/// and you can run the clock from -1 (almost stopped) to 1 (almost no delay).
|
|
/// This has no effect on in-simulation timing, and only changes the speed at which
|
|
/// the simulation progresses in relation to Real time. Don't mess with this unless
|
|
/// you know what you are doing. DO NOT TOUCH THIS ON SERVER.
|
|
/// </summary>
|
|
float TickTimingAdjustment { get; set; }
|
|
|
|
/// <summary>
|
|
/// Ends the 'lap' of the timer, updating frame time info.
|
|
/// </summary>
|
|
void StartFrame();
|
|
|
|
/// <summary>
|
|
/// Is this the first time CurTick has been predicted?
|
|
/// </summary>
|
|
bool IsFirstTimePredicted { get; }
|
|
|
|
/// <summary>
|
|
/// True if CurTick is ahead of LastRealTick, and <see cref="ApplyingState"/> is false.
|
|
/// </summary>
|
|
bool InPrediction { get; }
|
|
|
|
/// <summary>
|
|
/// If true, the game is currently in the process of applying a game server-state.
|
|
/// </summary>
|
|
bool ApplyingState { get; }
|
|
|
|
string TickStamp => $"{CurTick}, predFirst: {IsFirstTimePredicted}, tickRem: {TickRemainder.TotalSeconds}, sim: {InSimulation}";
|
|
|
|
/// <summary>
|
|
/// Statically-accessible version of <see cref="TickStamp"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is intended as a debugging aid, and should not be used in regular committed code.
|
|
/// </remarks>
|
|
static string TickStampStatic => IoCManager.Resolve<IGameTiming>().TickStamp;
|
|
|
|
/// <summary>
|
|
/// Resets the simulation time. This should be called on round restarts.
|
|
/// </summary>
|
|
void ResetSimTime();
|
|
void ResetSimTime((TimeSpan, GameTick) timeBase);
|
|
|
|
void SetTickRateAt( byte tickRate, GameTick atTick);
|
|
|
|
TimeSpan RealLocalToServer(TimeSpan local);
|
|
TimeSpan RealServerToLocal(TimeSpan server);
|
|
}
|
|
}
|