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use std::{
hint, thread,
time::{Duration, Instant},
};
pub struct Timer {
previous: Instant,
previous_log: Instant,
target: Instant,
log_target: Instant,
delta_time: Duration,
log_interval: Duration,
prev_framecount: u64,
framecount: u64,
max_delay_frames: u32,
}
/// since thread::sleep usually is not accurate down to the millisecond, we
/// only suspend the thread for max(delay - 1ms, 0)
/// and spin in a loop for the rest of the time
///
/// returns the last measured timestamp
fn sleep_until(target: Instant) -> Instant {
// calculate approximate duration until target time
let now = Instant::now();
// early out to avoid additional measurement
if now >= target {
return now;
}
// calculate the required wait duration
let approx_duration = target.duration_since(now);
// sleep for a maximum of 1ms less than the approximate required delay
const MILLISECOND: Duration = Duration::from_millis(1);
if approx_duration > MILLISECOND {
let suspend_duration = approx_duration - MILLISECOND;
thread::sleep(suspend_duration);
}
// spin until target time is reached and return it
loop {
let time = Instant::now();
if time >= target {
break time;
}
hint::spin_loop();
}
}
pub struct Log {
delta_avg: Duration,
}
impl Log {
pub fn delta_time_avg(&self) -> Duration {
self.delta_avg
}
pub fn delta_time_avg_ms(&self) -> f64 {
self.delta_avg.as_secs_f64() * 1000.
}
pub fn fps_average(&self) -> f64 {
1. / self.delta_avg.as_secs_f64()
}
}
impl Default for Timer {
fn default() -> Self {
let now = Instant::now();
let delta_time = Duration::from_secs_f64(1.0 / 60.);
let log_interval = Duration::from_millis(10);
Self {
framecount: 0,
log_interval,
previous: now,
target: now + delta_time,
previous_log: now,
prev_framecount: 0,
log_target: now + log_interval,
delta_time,
max_delay_frames: 2,
}
}
}
impl Timer {
pub fn log_interval(mut self, log_interval: Duration) -> Self {
self.log_interval = log_interval;
self.log_target = self.previous + log_interval;
self
}
pub fn frame_time(mut self, delta: Duration) -> Self {
self.delta_time = delta;
self.target = self.previous + delta;
self
}
pub fn fps(self, fps: f64) -> Self {
let duration = match fps {
0. => Duration::ZERO,
fps => Duration::from_secs_f64(1. / fps),
};
self.frame_time(duration)
}
pub fn frame(&mut self) -> Duration {
// increment framecount
self.framecount += 1;
// get current time
let mut current = Instant::now();
if self.delta_time > Duration::ZERO {
// calculate if frame was too late
let behind = if current > self.target {
current - self.target
} else {
Duration::ZERO
};
// If the frame is more than `slack` behind,
// we update the target to the current time,
// scheduling the next frame for `current + delta_time`.
//
// Otherwise, the next frame is scheduled for
// `prev_target + delta_time` to allow the timer to catch up.
if behind > self.slack() {
self.target = current;
}
// wait until target instant if needed
if current < self.target {
current = sleep_until(self.target);
}
// update target time
self.target += self.delta_time;
}
// calculate frame_time and update previous time
let frame_time = current.duration_since(self.previous);
self.previous = current;
frame_time
}
pub fn log(&mut self) -> Option<Log> {
// check if it's time to log fps
let current = self.previous;
if current < self.log_target {
return None;
}
// frames since last log (guaranteed to be at least 1)
let frames = (self.framecount - self.prev_framecount) as u32;
// avg frametime = duration / (frames in this duration)
let delta_avg = current.duration_since(self.previous_log) / frames;
// set time of current and next log (current time + log interval)
self.log_target += self.log_interval;
self.previous_log = current;
self.prev_framecount = self.framecount;
Some(Log { delta_avg })
}
fn slack(&self) -> Duration {
self.max_delay_frames * self.delta_time
}
}