Files
RobustToolbox/Robust.Shared/Timing/GameLoop.cs
2022-02-08 14:02:36 +11:00

302 lines
11 KiB
C#

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