mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 11:40:52 +01:00
302 lines
11 KiB
C#
302 lines
11 KiB
C#
using System;
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using System.Threading;
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using Robust.Shared.Log;
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using Robust.Shared.Exceptions;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Prometheus;
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namespace Robust.Shared.Timing
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{
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public interface IGameLoop
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{
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event EventHandler<FrameEventArgs> Input;
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event EventHandler<FrameEventArgs> Tick;
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event EventHandler<FrameEventArgs> Update;
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event EventHandler<FrameEventArgs> Render;
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/// <summary>
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/// Enables single step mode. If this is enabled, after every tick the GameTime will pause.
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/// Unpausing GameTime will run another single tick.
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/// </summary>
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bool SingleStep { get; set; }
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/// <summary>
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/// Setting this to false will stop the loop after it has started running.
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/// </summary>
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bool Running { get; set; }
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/// <summary>
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/// How many ticks behind the simulation can get before it starts to slow down.
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/// </summary>
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int MaxQueuedTicks { get; set; }
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/// <summary>
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/// The method currently being used to limit the Update rate.
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/// </summary>
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SleepMode SleepMode { get; set; }
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/// <summary>
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/// Start running the loop. This function will block for as long as the loop is Running.
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/// Set Running to false to exit the loop and return from this function.
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/// </summary>
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void Run();
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}
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/// <summary>
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/// Manages the main game loop for a GameContainer.
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/// </summary>
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public sealed class GameLoop : IGameLoop
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{
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private static readonly Histogram _frameTimeHistogram = Metrics.CreateHistogram(
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"robust_game_loop_frametime",
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"Histogram of frametimes in ms",
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new HistogramConfiguration
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{
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Buckets = Histogram.ExponentialBuckets(.001, 1.5, 10)
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});
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private readonly IGameTiming _timing;
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private TimeSpan _lastKeepUp; // last wall time keep up announcement
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public event EventHandler<FrameEventArgs>? Input;
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public event EventHandler<FrameEventArgs>? Tick;
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public event EventHandler<FrameEventArgs>? Update;
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public event EventHandler<FrameEventArgs>? Render;
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/// <summary>
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/// Enables single step mode. If this is enabled, after every tick the GameTime will pause.
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/// Unpausing GameTime will run another single tick.
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/// </summary>
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public bool SingleStep { get; set; } = false;
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/// <summary>
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/// Setting this to false will stop the loop after it has started running.
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/// </summary>
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public bool Running { get; set; }
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/// <summary>
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/// How many ticks behind the simulation can get before it starts to slow down.
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/// </summary>
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public int MaxQueuedTicks { get; set; } = 5;
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/// <summary>
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/// If true and the same event causes an event 10 times in a row, the game loop will shut itself down.
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/// </summary>
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public bool DetectSoftLock { get; set; }
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public bool EnableMetrics { get; set; } = false;
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/// <summary>
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/// The method currently being used to limit the Update rate.
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/// </summary>
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public SleepMode SleepMode { get; set; } = SleepMode.Yield;
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// Only used on release mode.
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// ReSharper disable once NotAccessedField.Local
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private readonly IRuntimeLog _runtimeLog;
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#if EXCEPTION_TOLERANCE
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private int _tickExceptions;
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private const int MaxSoftLockExceptions = 10;
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#endif
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public GameLoop(IGameTiming timing)
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{
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_timing = timing;
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_runtimeLog = IoCManager.Resolve<IRuntimeLog>();
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}
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/// <summary>
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/// Start running the loop. This function will block for as long as the loop is Running.
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/// Set Running to false to exit the loop and return from this function.
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/// </summary>
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public void Run()
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{
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if (_timing.TickRate <= 0)
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throw new InvalidOperationException("TickRate must be greater than 0.");
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Running = true;
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FrameEventArgs realFrameEvent;
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FrameEventArgs simFrameEvent;
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while (Running)
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{
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// maximum number of ticks to queue before the loop slows down.
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var maxTime = TimeSpan.FromTicks(_timing.TickPeriod.Ticks * MaxQueuedTicks);
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var accumulator = _timing.RealTime - _timing.LastTick;
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// If the game can't keep up, limit time.
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if (accumulator > maxTime)
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{
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// limit accumulator to max time.
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accumulator = maxTime;
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// pull LastTick up to the current realTime
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// This will slow down the simulation, but if we are behind from a
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// lag spike hopefully it will be able to catch up.
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_timing.LastTick = _timing.RealTime - maxTime;
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// announce we are falling behind
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if ((_timing.RealTime - _lastKeepUp).TotalSeconds >= 15.0)
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{
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Logger.WarningS("eng", "MainLoop: Cannot keep up!");
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_lastKeepUp = _timing.RealTime;
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}
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}
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_timing.StartFrame();
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realFrameEvent = new FrameEventArgs((float) _timing.RealFrameTime.TotalSeconds);
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#if EXCEPTION_TOLERANCE
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try
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#endif
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{
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// process Net/KB/Mouse input
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Input?.Invoke(this, realFrameEvent);
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}
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#if EXCEPTION_TOLERANCE
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catch (Exception exp)
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{
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_runtimeLog.LogException(exp, "GameLoop Input");
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}
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#endif
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_timing.InSimulation = true;
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var tickPeriod = CalcTickPeriod();
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// run the simulation for every accumulated tick
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while (accumulator >= tickPeriod)
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{
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accumulator -= tickPeriod;
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_timing.LastTick += tickPeriod;
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// only run the simulation if unpaused, but still use up the accumulated time
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if (_timing.Paused)
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continue;
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// update the simulation
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simFrameEvent = new FrameEventArgs((float) _timing.FrameTime.TotalSeconds);
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#if EXCEPTION_TOLERANCE
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var threw = false;
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try
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{
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#endif
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if (EnableMetrics)
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{
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using (_frameTimeHistogram.NewTimer())
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{
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Tick?.Invoke(this, simFrameEvent);
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}
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}
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else
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{
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Tick?.Invoke(this, simFrameEvent);
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}
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#if EXCEPTION_TOLERANCE
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}
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catch (Exception exp)
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{
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threw = true;
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_runtimeLog.LogException(exp, "GameLoop Tick");
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_tickExceptions += 1;
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if (_tickExceptions > MaxSoftLockExceptions && DetectSoftLock)
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{
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Logger.FatalS("eng",
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"MainLoop: 10 consecutive exceptions inside GameLoop Tick, shutting down!");
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Running = false;
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}
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}
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if (!threw)
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{
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_tickExceptions = 0;
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}
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#endif
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_timing.CurTick = new GameTick(_timing.CurTick.Value + 1);
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tickPeriod = CalcTickPeriod();
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if (SingleStep)
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_timing.Paused = true;
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}
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// if not paused, save how close to the next tick we are so interpolation works
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if (!_timing.Paused)
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_timing.TickRemainder = accumulator;
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_timing.InSimulation = false;
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// update out of the simulation
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#if EXCEPTION_TOLERANCE
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try
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#endif
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{
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Update?.Invoke(this, realFrameEvent);
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}
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#if EXCEPTION_TOLERANCE
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catch (Exception exp)
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{
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_runtimeLog.LogException(exp, "GameLoop Update");
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}
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#endif
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// render the simulation
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#if EXCEPTION_TOLERANCE
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try
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#endif
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{
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Render?.Invoke(this, realFrameEvent);
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}
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#if EXCEPTION_TOLERANCE
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catch (Exception exp)
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{
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_runtimeLog.LogException(exp, "GameLoop Render");
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}
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#endif
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// Set sleep to 1 if you want to be nice and give the rest of the timeslice up to the os scheduler.
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// Set sleep to 0 if you want to use 100% cpu, but still cooperate with the scheduler.
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// do not call sleep if you want to be 'that thread' and hog 100% cpu.
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if (SleepMode != SleepMode.None)
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Thread.Sleep((int) SleepMode);
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}
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}
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private TimeSpan CalcTickPeriod()
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{
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// ranges from -1 to 1, with 0 being 'default'
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var ratio = MathHelper.Clamp(_timing.TickTimingAdjustment, -0.99f, 0.99f);
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var diff = TimeSpan.FromTicks((long) (_timing.TickPeriod.Ticks * ratio));
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return _timing.TickPeriod - diff;
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}
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}
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/// <summary>
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/// Methods the GameLoop can use to limit the Update rate.
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/// </summary>
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public enum SleepMode : sbyte
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{
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/// <summary>
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/// Thread will not yield to the scheduler or sleep, and consume 100% cpu. Use this if you are
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/// limiting the rate by other means (rendering FPS with vsync), otherwise your computer will turn into a heater.
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/// </summary>
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None = -1,
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/// <summary>
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/// Same as None, except you are yielding the rest of your timeslice to other OS threads at the end of each update.
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/// This will run at 100% CPU if another thread does not hog all the CPU time, and your OS scheduler will be happier.
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/// </summary>
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Yield = 0,
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/// <summary>
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/// Adds ~1ms thread sleep after every update. Use this to limit the Update rate of the loop, conserve power and
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/// have low CPU usage. You should use this on a dedicated server.
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/// </summary>
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Delay = 1,
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}
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}
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