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* Serialization docs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * ECS docs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * scattered docs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Fixes --------- Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
198 lines
7.5 KiB
C#
198 lines
7.5 KiB
C#
using System;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Robust.Shared.Timing
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{
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/// <summary>
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/// This holds main loop timing information and helper functions.
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/// </summary>
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public interface IGameTiming
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{
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/// <summary>
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/// Is program execution inside the simulation, or outside of it (rendering, input handling, etc.)
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/// </summary>
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bool InSimulation { get; set; }
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/// <summary>
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/// Is the simulation currently paused?
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/// </summary>
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/// <remarks>
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/// When true, system update loops are not ran and relative time (like <see cref="CurTime"/>) does not
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/// advance. This is useful for fully idling a game server and can be automatically managed by
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/// <see cref="CVars.GameAutoPauseEmpty"/>.
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/// </remarks>
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bool Paused { get; set; }
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/// <summary>
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/// The current synchronized uptime of the simulation. Use this for in-game timing. This can be rewound for
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/// prediction, and is affected by Paused and TimeScale.
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/// </summary>
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TimeSpan CurTime { get; }
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/// <summary>
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/// The current real uptime of the simulation. Use this for UI and out of game timing, it is not affected
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/// by pausing, timescale, or lag.
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/// </summary>
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TimeSpan RealTime { get; }
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/// <summary>
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/// The time (on the <see cref="RealTime"/> scale) when the current frame started.
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/// </summary>
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TimeSpan FrameStartTime { get; }
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/// <summary>
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/// The <see cref="RealTime"/> of the server.
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/// </summary>
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/// <remarks>
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/// 0 if we are the client and we are not connected to a server.
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/// <see cref="RealTime"/> if we are the server.
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/// </remarks>
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TimeSpan ServerTime { get; }
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/// <summary>
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/// The simulated time it took to render the last frame.
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/// </summary>
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TimeSpan FrameTime { get; }
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/// <summary>
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/// The real time it took to render the last frame.
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/// </summary>
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TimeSpan RealFrameTime { get; }
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/// <summary>
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/// Average real frame time over the last 50 frames.
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/// </summary>
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TimeSpan RealFrameTimeAvg { get; }
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/// <summary>
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/// Standard Deviation of the frame time over the last 50 frames.
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/// </summary>
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TimeSpan RealFrameTimeStdDev { get; }
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/// <summary>
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/// Current graphics frame since init OpenGL which is taken as frame 1. Useful to set a conditional breakpoint on specific frames, and
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/// synchronize with OGL debugging tools that capture frames. Depending on the tools used, this frame
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/// number will vary between 1 frame more or less due to how that tool is counting frames,
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/// i.e. starting from 0 or 1, having a separate counter, etc. Available in timing debug panel.
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/// </summary>
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uint CurFrame { get; set; }
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/// <summary>
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/// Average real FPS over the last 50 frames.
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/// </summary>
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double FramesPerSecondAvg { get; }
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/// <summary>
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/// The current simulation tick being processed.
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/// </summary>
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GameTick CurTick { get; set; }
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/// <summary>
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/// Time, relative to <see cref="RealTime"/>, the last tick started at.
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/// If we're currently in simulation, that's THIS tick.
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/// </summary>
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TimeSpan LastTick { get; set; }
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/// <summary>
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/// The target ticks/second of the simulation.
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/// </summary>
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ushort TickRate { get; set; }
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/// <summary>
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/// The baseline time value that CurTime is calculated relatively to.
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/// </summary>
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(TimeSpan, GameTick) TimeBase { get; set; }
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/// <summary>
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/// The length of a tick at the current TickRate. 1/TickRate.
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/// </summary>
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TimeSpan TickPeriod { get; }
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/// <summary>
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/// The remaining time left over after the last tick was ran.
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/// </summary>
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TimeSpan TickRemainder { get; set; }
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TimeSpan CalcAdjustedTickPeriod();
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/// <summary>
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/// Fraction of how far into the tick we are. <c>0</c> is 0% and <see cref="ushort.MaxValue"/> is 100%.
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/// </summary>
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ushort TickFraction
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{
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get
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{
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if (InSimulation)
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{
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return ushort.MaxValue;
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}
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return (ushort)(ushort.MaxValue * TickRemainder.TotalSeconds / TickPeriod.TotalSeconds);
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}
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}
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/// <summary>
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/// If the client clock is a little behind or ahead of the server, you can
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/// use the to adjust the timing of the clock speed. The default value is 0,
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/// and you can run the clock from -1 (almost stopped) to 1 (almost no delay).
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/// This has no effect on in-simulation timing, and only changes the speed at which
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/// the simulation progresses in relation to Real time. Don't mess with this unless
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/// you know what you are doing. DO NOT TOUCH THIS ON SERVER.
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/// </summary>
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float TickTimingAdjustment { get; set; }
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/// <summary>
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/// Ends the 'lap' of the timer, updating frame time info.
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/// </summary>
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void StartFrame();
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/// <summary>
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/// Is this the first time CurTick has been predicted?
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/// </summary>
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bool IsFirstTimePredicted { get; }
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/// <summary>
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/// True if CurTick is ahead of LastRealTick, and <see cref="ApplyingState"/> is false.
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/// </summary>
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/// <remarks>
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/// This means the client is currently running ahead of the server, to fill in the gaps for the player and
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/// reduce latency while waiting for the next game state to arrive.
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/// </remarks>
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bool InPrediction { get; }
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/// <summary>
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/// If true, the game is currently in the process of applying a game server-state.
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/// </summary>
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bool ApplyingState { get; }
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string TickStamp => $"{CurTick}, predFirst: {IsFirstTimePredicted}, tickRem: {TickRemainder.TotalSeconds}, sim: {InSimulation}";
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/// <summary>
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/// Statically-accessible version of <see cref="TickStamp"/>.
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/// </summary>
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/// <remarks>
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/// This is intended as a debugging aid, and should not be used in regular committed code.
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/// </remarks>
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static string TickStampStatic => IoCManager.Resolve<IGameTiming>().TickStamp;
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/// <summary>
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/// Resets the simulation time completely. While functional, no mainstream RobustToolbox game currently uses
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/// this outside of client synchronization with the server and it may have quirks on existing titles.
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/// </summary>
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/// <remarks>
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/// To avoid potential desynchronization where some entities think they have changes from the far future,
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/// this should be accompanied by a full ECS reset using <see cref="IEntityManager.FlushEntities"/>.
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/// </remarks>
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void ResetSimTime();
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/// <inheritdoc cref="ResetSimTime()"/>
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void ResetSimTime((TimeSpan, GameTick) timeBase);
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void SetTickRateAt(ushort tickRate, GameTick atTick);
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TimeSpan RealLocalToServer(TimeSpan local);
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TimeSpan RealServerToLocal(TimeSpan server);
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}
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}
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