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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2002-2012 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.system.lwjgl;
/**
* A highly accurate sync method that continually adapts to the system
* it runs on to provide reliable results.
*
* @author Riven
* @author kappaOne
*/
class Sync {
/** number of nanoseconds in a second */
private static final long NANOS_IN_SECOND = 1000L * 1000L * 1000L;
/** The time to sleep/yield until the next frame */
private static long nextFrame = 0;
/** whether the initialisation code has run */
private static boolean initialised = false;
/** for calculating the averages the previous sleep/yield times are stored */
private static RunningAvg sleepDurations = new RunningAvg(10);
private static RunningAvg yieldDurations = new RunningAvg(10);
/**
* An accurate sync method that will attempt to run at a constant frame rate.
* It should be called once every frame.
*
* @param fps - the desired frame rate, in frames per second
*/
public static void sync(int fps) {
if (fps <= 0) return;
if (!initialised) initialise();
try {
// sleep until the average sleep time is greater than the time remaining till nextFrame
for (long t0 = getTime(), t1; (nextFrame - t0) > sleepDurations.avg(); t0 = t1) {
Thread.sleep(1);
sleepDurations.add((t1 = getTime()) - t0); // update average sleep time
}
// slowly dampen sleep average if too high to avoid yielding too much
sleepDurations.dampenForLowResTicker();
// yield until the average yield time is greater than the time remaining till nextFrame
for (long t0 = getTime(), t1; (nextFrame - t0) > yieldDurations.avg(); t0 = t1) {
Thread.yield();
yieldDurations.add((t1 = getTime()) - t0); // update average yield time
}
} catch (InterruptedException e) {
}
// schedule next frame, drop frame(s) if already too late for next frame
nextFrame = Math.max(nextFrame + NANOS_IN_SECOND / fps, getTime());
}
/**
* This method will initialise the sync method by setting initial
* values for sleepDurations/yieldDurations and nextFrame.
*
* If running on Windows, it will start the sleep timer fix.
*/
private static void initialise() {
initialised = true;
sleepDurations.init(1000 * 1000);
yieldDurations.init((int) (-(getTime() - getTime()) * 1.333));
nextFrame = getTime();
// On Windows, the sleep functions can be highly inaccurate by
// over 10ms making in unusable. However, it can be forced to
// be a bit more accurate by running a separate sleeping daemon
// thread.
Thread timerAccuracyThread = new Thread(new Runnable() {
@Override
public void run() {
try {
while(true)Thread.sleep(Long.MAX_VALUE);
} catch (Exception e) {}
}
});
timerAccuracyThread.setName("LWJGL Timer");
timerAccuracyThread.setDaemon(true);
timerAccuracyThread.start();
}
/**
* Gets the system time in nanoseconds.
*
* @return will return the current time in nano's
*/
private static long getTime() {
long time= System.currentTimeMillis()& 0x7FFFFFFFFFFFFFFFL;
long res= 1000;
return (time * NANOS_IN_SECOND) / res;
}
private static class RunningAvg {
private final long[] slots;
private int offset;
private static final long DAMPEN_THRESHOLD = 10 * 1000L * 1000L; // 10ms
private static final float DAMPEN_FACTOR = 0.9f; // don't change: 0.9f is exactly right!
public RunningAvg(int slotCount) {
this.slots = new long[slotCount];
this.offset = 0;
}
public void init(long value) {
while (this.offset < this.slots.length) {
this.slots[this.offset++] = value;
}
}
public void add(long value) {
this.slots[this.offset++ % this.slots.length] = value;
this.offset %= this.slots.length;
}
public long avg() {
long sum = 0;
for (int i = 0; i < this.slots.length; i++) {
sum += this.slots[i];
}
return sum / this.slots.length;
}
public void dampenForLowResTicker() {
if (this.avg() > DAMPEN_THRESHOLD) {
for (int i = 0; i < this.slots.length; i++) {
this.slots[i] *= DAMPEN_FACTOR;
}
}
}
}
}
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