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use std::{
sync::{atomic::AtomicBool, Arc},
thread::{self, JoinHandle},
time::{Duration, SystemTime},
};
use crossbeam::atomic::AtomicCell;
use derive_builder::Builder;
use parking_lot::Mutex;
use crate::{Game, SETTINGS, TIME};
pub(crate) struct TickSystem {
handle: Option<Mutex<JoinHandle<()>>>,
stop: Arc<AtomicBool>,
}
impl TickSystem {
pub fn new() -> Self {
Self {
handle: None,
stop: Arc::new(AtomicBool::new(false)),
}
}
/// Runs the games `tick` function after every iteration.
pub fn run(&mut self, game: Arc<Mutex<impl Game + Send + 'static>>) {
let mut index: usize = 0;
let stop = self.stop.clone();
self.handle = Some(Mutex::new(thread::spawn(move || loop {
// wait if paused
SETTINGS
.tick_system
.tick_pause_lock
.1
.wait_while(&mut SETTINGS.tick_system.tick_pause_lock.0.lock(), |x| *x);
let settings = SETTINGS.tick_system.get();
// capture tick start time.
let start_time = SystemTime::now();
// Run the logic
game.lock().tick();
// update the physics in case they are active in the tick settings.
#[cfg(feature = "physics")]
if crate::SCENE.update(settings.update_physics).is_err() {
// Disable physics updating if it fails. Return running this tick system.
SETTINGS.tick_system.tick_settings.lock().update_physics = false;
};
// record the elapsed time.
let elapsed_time = start_time.elapsed().unwrap_or_default();
// Lock the thread in case the time scale is 0.
if TIME.scale() == 0.0 {
let mut guard = TIME.zero_cvar.0.lock();
TIME.zero_cvar.1.wait(&mut guard);
}
let tick_wait = if settings.time_scale_influence {
// Multiply the waiting duration with the inverse time scale.
settings.tick_wait.mul_f64(1.0 / TIME.scale())
} else {
settings.tick_wait
};
// calculate waiting time
// ((1.0 / time_scale) * tick_wait) - elapsed_time
let waiting_time = if let TimeStep::Variable = settings.timestep_mode {
// Subtract the tick logic execution time from the waiting time to make the waiting time between ticks more consistent.
tick_wait.saturating_sub(elapsed_time)
} else {
tick_wait
};
// Spin sleep so windows users with their lower quality sleep functions get the same sleep duration
spin_sleep::sleep(waiting_time);
// report tick in case a reporter is active
if let Some(ref reporter) = settings.reporter {
reporter.update(Tick {
duration: elapsed_time,
waiting_time,
index,
});
}
index += 1;
if stop.load(std::sync::atomic::Ordering::Acquire) {
break;
}
})));
}
}
/// The settings for the tick system of the game engine.
#[derive(Clone, Debug, Builder)]
pub struct TickSettings {
/// The target duration to wait after every tick.
///
/// ## Default configuration:
///
/// - 1 / 62 seconds
///
/// 62 ticks per second.
#[builder(setter(into), default)]
pub tick_wait: Duration,
/// The waiting behaviour of this tick system.
///
/// ## Default configuration:
///
/// `TimeStep::Variable`
///
/// Prevents the game from slowing down in case ticks become more time expensive.
#[builder(default)]
pub timestep_mode: TimeStep,
/// If true this tick system will also iterate all the physics systems in the scene and update them.
///
/// ## Default configuration:
///
/// `true`
#[builder(default = "true")]
#[cfg(feature = "physics")]
pub update_physics: bool,
/// If there is some reporter it will report about the most recent tick to the given reporter.
///
/// ## Default configuration:
///
/// `None`
#[builder(setter(strip_option), default)]
pub reporter: Option<TickReporter>,
/// If this is true the tick system will be paused.
///
/// ## Default configuration:
///
/// `false`
#[builder(default)]
pub paused: bool,
/// If this is true the tick systems tick rate will be influenced by the time scale.
///
/// ## Default configuration:
///
/// `true`
#[builder(default = "true")]
pub time_scale_influence: bool,
}
impl Default for TickSettings {
fn default() -> Self {
Self {
tick_wait: Duration::from_secs_f64(1.0 / 62.0),
#[cfg(feature = "physics")]
update_physics: true,
timestep_mode: TimeStep::default(),
reporter: None,
paused: false,
time_scale_influence: true,
}
}
}
impl TickSettings {
pub fn into_builder(self) -> TickSettingsBuilder {
self.into()
}
}
impl From<TickSettings> for TickSettingsBuilder {
fn from(value: TickSettings) -> Self {
Self {
tick_wait: Some(value.tick_wait),
timestep_mode: Some(value.timestep_mode),
#[cfg(feature = "physics")]
update_physics: Some(value.update_physics),
reporter: Some(value.reporter),
paused: Some(value.paused),
time_scale_influence: Some(value.time_scale_influence),
}
}
}
/// A reporter containing information about the most recent tick.
#[derive(Clone)]
pub struct TickReporter {
tick: Arc<AtomicCell<Tick>>,
}
impl TickReporter {
pub fn new() -> Self {
Self {
tick: Arc::new(AtomicCell::new(Tick::default())),
}
}
pub fn get(&self) -> Tick {
self.tick.load()
}
pub(crate) fn update(&self, tick: Tick) {
self.tick.store(tick)
}
}
impl Default for TickReporter {
fn default() -> Self {
Self::new()
}
}
impl std::fmt::Debug for TickReporter {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Tick Report")
.field("tick", &self.tick.load())
.finish()
}
}
/// A tick report.
#[derive(Clone, Default, Copy, PartialEq, Eq, PartialOrd, Ord)]
pub struct Tick {
/// Time it took to execute this tick.
pub duration: Duration,
/// Time the tick waited before running the next one.
pub waiting_time: Duration,
/// The index of this tick.
pub index: usize,
}
impl Tick {
pub fn duration(&self) -> &Duration {
&self.duration
}
pub fn waiting_time(&self) -> &Duration {
&self.waiting_time
}
pub fn index(&self) -> usize {
self.index
}
/// Returns true if the tick execution time takes longer than the expected waiting time.
///
/// Because if the tick execution takes longer than the target waiting time the rate decreases making the logic behind the tick system slower.
pub fn has_slowdown(&self) -> bool {
self.waiting_time.is_zero()
}
}
impl std::fmt::Debug for Tick {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Tick")
.field("duration", &self.duration)
.field("waiting time", &self.waiting_time)
.field("index", &self.index)
.field("has slowdown", &self.has_slowdown())
.finish()
}
}
/// The waiting behaviour of the tick system.
///
/// Set to variable by default.
#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord)]
pub enum TimeStep {
/// Wait a fixed time after every tick, not caring about the duration the tick actually lasted for.
Fixed,
/// Wait a variable time using the tick_wait field as a target duration.
///
/// That means the tick system waits less the longer the tick took to execute.
/// This for example prevents the physics system from slowing down in case the iterations get more expensive.
Variable,
}
impl Default for TimeStep {
fn default() -> Self {
Self::Variable
}
}