Files
RobustToolbox/Robust.Shared/Timing/GameLoop.cs
PJB3005 9b02a4e718 Add game.time_scale cvar
Primary use case (other than silly) is to be a better way to speed up/slow down replays.
2025-12-20 16:32:06 +01:00

450 lines
16 KiB
C#

using System;
using System.Diagnostics.Tracing;
using System.Threading;
using Robust.Shared.Log;
using Robust.Shared.Exceptions;
using Prometheus;
using Robust.Shared.Configuration;
using Robust.Shared.Profiling;
namespace Robust.Shared.Timing
{
internal 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>
/// Minimum frame time to attain if <see cref="SleepMode"/> is set to <see cref="Timing.SleepMode.Limit"/>.
/// </summary>
TimeSpan LimitMinFrameTime { 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>
internal sealed class GameLoop : IGameLoop
{
private static readonly TimeSpan DelayTime = TimeSpan.FromMilliseconds(1);
public const string ProfTextStartFrame = "Start Frame";
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;
public TimeSpan LimitMinFrameTime { get; set; }
/// <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;
private readonly ProfManager _prof;
private readonly ISawmill _sawmill;
private readonly PrecisionSleep _precisionSleep;
#if EXCEPTION_TOLERANCE
private int _tickExceptions;
private const int MaxSoftLockExceptions = 10;
#endif
public GameLoop(
IGameTiming timing,
IRuntimeLog runtimeLog,
ProfManager prof,
ISawmill sawmill,
GameLoopOptions options)
{
_timing = timing;
_runtimeLog = runtimeLog;
_prof = prof;
_sawmill = sawmill;
_precisionSleep = options.Precise ? PrecisionSleep.Create() : new PrecisionSleepUniversal();
}
/// <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)
{
var profFrameStart = _prof.WriteValue(ProfTextStartFrame, ProfData.Int64(_timing.CurFrame));
var profFrameGroupStart = _prof.WriteGroupStart();
var profFrameSw = ProfSampler.StartNew();
var profFrameGcGen0 = GC.CollectionCount(0);
var profFrameGcGen1 = GC.CollectionCount(1);
var profFrameGcGen2 = GC.CollectionCount(2);
_timing.StartFrame();
// 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)
{
GameLoopEventSource.Log.CannotKeepUp();
_sawmill.Warning("MainLoop: Cannot keep up!");
_lastKeepUp = _timing.RealTime;
}
}
realFrameEvent = new FrameEventArgs((float)_timing.RealFrameTime.TotalSeconds);
GameLoopEventSource.Log.InputStart();
#if EXCEPTION_TOLERANCE
try
#endif
{
using var _ = _prof.Group("Input");
// process Net/KB/Mouse input
Input?.Invoke(this, realFrameEvent);
}
#if EXCEPTION_TOLERANCE
catch (Exception exp)
{
_runtimeLog.LogException(exp, "GameLoop Input");
}
#endif
GameLoopEventSource.Log.InputStop();
_timing.InSimulation = true;
var tickPeriod = _timing.CalcAdjustedTickPeriod();
using (_prof.Group("Ticks"))
{
var countTicksRan = 0;
// 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;
_timing.TickRemainder = accumulator / _timing.TimeScale;
countTicksRan += 1;
// update the simulation
simFrameEvent = new FrameEventArgs((float)_timing.FrameTime.TotalSeconds);
#if EXCEPTION_TOLERANCE
var threw = false;
try
{
#endif
GameLoopEventSource.Log.TickStart(_timing.CurTick.Value);
using var tickGroup = _prof.Group("Tick");
_prof.WriteValue("Tick", ProfData.Int64(_timing.CurTick.Value));
// System.Console.WriteLine($"Tick started at: {_timing.RealTime - _timing.LastTick}");
if (EnableMetrics)
{
using (_frameTimeHistogram.NewTimer())
{
Tick?.Invoke(this, simFrameEvent);
}
}
else
{
Tick?.Invoke(this, simFrameEvent);
}
GameLoopEventSource.Log.TickStop(_timing.CurTick.Value);
#if EXCEPTION_TOLERANCE
}
catch (Exception exp)
{
threw = true;
_runtimeLog.LogException(exp, "GameLoop Tick");
_tickExceptions += 1;
if (_tickExceptions > MaxSoftLockExceptions && DetectSoftLock)
{
_sawmill.Fatal(
"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 = _timing.CalcAdjustedTickPeriod();
if (SingleStep)
_timing.Paused = true;
}
_prof.WriteValue("Tick count", ProfData.Int32(countTicksRan));
}
// if not paused, save how close to the next tick we are so interpolation works
if (!_timing.Paused)
_timing.TickRemainder = accumulator / _timing.TimeScale;
_timing.InSimulation = false;
// update out of the simulation
GameLoopEventSource.Log.UpdateStart();
#if EXCEPTION_TOLERANCE
try
#endif
{
using var _ = _prof.Group("Update");
Update?.Invoke(this, realFrameEvent);
}
#if EXCEPTION_TOLERANCE
catch (Exception exp)
{
_runtimeLog.LogException(exp, "GameLoop Update");
}
#endif
GameLoopEventSource.Log.UpdateStop();
// render the simulation
#if EXCEPTION_TOLERANCE
try
#endif
{
using (_prof.Group("Render"))
{
Render?.Invoke(this, realFrameEvent);
}
}
#if EXCEPTION_TOLERANCE
catch (Exception exp)
{
_runtimeLog.LogException(exp, "GameLoop Render");
}
#endif
{
using var gc = _prof.Group("GC Overview");
_prof.WriteValue("Gen 0 Count", ProfData.Int32(GC.CollectionCount(0) - profFrameGcGen0));
_prof.WriteValue("Gen 1 Count", ProfData.Int32(GC.CollectionCount(1) - profFrameGcGen1));
_prof.WriteValue("Gen 2 Count", ProfData.Int32(GC.CollectionCount(2) - profFrameGcGen2));
}
_prof.WriteGroupEnd(profFrameGroupStart, "Frame", profFrameSw);
_prof.MarkIndex(profFrameStart, ProfIndexType.Frame);
GameLoopEventSource.Log.SleepStart();
// 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.
switch (SleepMode)
{
case SleepMode.Yield:
Thread.Sleep(0);
break;
case SleepMode.Delay:
// We try to sleep exactly until the next tick.
// But no longer than 1ms so input can keep processing.
var timeToSleep = (_timing.LastTick + _timing.TickPeriod) - _timing.RealTime;
if (timeToSleep > DelayTime)
timeToSleep = DelayTime;
if (timeToSleep.Ticks > 0)
_precisionSleep.Sleep(timeToSleep);
break;
case SleepMode.Limit:
var lastFrameOver = _timing.RealFrameTime - LimitMinFrameTime;
if (lastFrameOver.Ticks < 0)
lastFrameOver = TimeSpan.Zero;
var curTimeSpent = _timing.RealTime - _timing.FrameStartTime;
var timeRemaining = LimitMinFrameTime - curTimeSpent - lastFrameOver;
if (timeRemaining.Ticks > 0)
{
var sw2 = RStopwatch.StartNew();
_precisionSleep.Sleep(timeRemaining);
}
break;
}
GameLoopEventSource.Log.SleepStop();
}
}
}
internal sealed record GameLoopOptions(bool Precise)
{
public static GameLoopOptions FromCVars(IConfigurationManager cfg)
{
return new GameLoopOptions(cfg.GetCVar(CVars.SysPreciseSleep));
}
}
/// <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,
/// <summary>
/// "FPS Limiter". Sleep to keep the loop frame time at least at <see cref="IGameLoop.LimitMinFrameTime"/>.
/// </summary>
Limit = 2,
}
[EventSource(Name = "Robust.GameLoop")]
internal sealed class GameLoopEventSource : EventSource
{
public static GameLoopEventSource Log { get; } = new();
[Event(1)]
public void CannotKeepUp() => WriteEvent(1);
[Event(2)]
public void InputStart() => WriteEvent(2);
[Event(3)]
public void InputStop() => WriteEvent(3);
[Event(4)]
public void TickStart(uint tick) => WriteEvent(4, tick);
[Event(5)]
public void TickStop(uint tick) => WriteEvent(5, tick);
[Event(6)]
public void UpdateStart() => WriteEvent(6);
[Event(7)]
public void UpdateStop() => WriteEvent(7);
[Event(8)]
public void SleepStart() => WriteEvent(8);
[Event(9)]
public void SleepStop() => WriteEvent(9);
}
}