Time revamp (#2304)

* Don't Use OSCalendarTime for Speedrun Timing

- Shouldn't rely on OSTicksToCalendarTime since it will be changed to handle time zone conversion, and that doesn't make sense on elapsed time

* Use OSGetSystemTime Extension

- Fixes desyncing issues with save file time and a couple other odd instances, particularly on mobile platforms that suspend apps

* Time revamp

* Update aurora

* Split IGT/RTA calculations

* Shift-Turbo to slow down

---------

Co-authored-by: SuperDude88 <82904174+SuperDude88@users.noreply.github.com>
This commit is contained in:
Luke Street
2026-08-14 00:07:54 -06:00
committed by GitHub
parent 045fbd9b46
commit 0f5a248401
24 changed files with 248 additions and 148 deletions
+86 -55
View File
@@ -1,104 +1,135 @@
#include "dusk/game_clock.h"
#include <algorithm>
#include <aurora/time.hpp>
#include <chrono>
#include <cmath>
#include <unordered_map>
#include <dusk/frame_interpolation.h>
#include <unordered_map>
namespace dusk::game_clock {
using clock = std::chrono::steady_clock;
using native_clock = aurora::time::native_clock;
using game_clock = aurora::time::game_clock;
FrameTiming g_frameTiming;
namespace {
bool s_initialized = false;
clock::time_point s_previous_sample{};
clock::time_point s_current_snapshot_time{};
bool s_fixedStepActive = false;
bool s_simTickActive = false;
native_clock::time_point s_previousNativeSample{};
game_clock::time_point s_latestGameSample{};
game_clock::time_point s_currentSnapshotTime{};
game_clock::time_point s_pendingSimTime{};
std::unordered_map<uintptr_t, clock::time_point> s_interval_last_sample;
std::unordered_map<uintptr_t, game_clock::time_point> s_intervalLastSample;
constexpr clock::duration kSimPeriodDuration =
std::chrono::duration_cast<clock::duration>(std::chrono::duration<float>(sim_pace()));
constexpr clock::duration kAbnormalGapResetThreshold = std::chrono::milliseconds(250);
constexpr int kMaxSimTicksPerFrame = 2;
constexpr game_clock::duration kSimPeriodDuration =
std::chrono::duration_cast<game_clock::duration>(std::chrono::duration<float>(kSimPeriod));
constexpr native_clock::duration kAbnormalGapResetThreshold = std::chrono::milliseconds(250);
constexpr int kMaxSimTicksPerFrame = static_cast<int>(aurora::time::kMaximumTimeScale) * 4;
} // namespace
void ensure_initialized() {
void initialize() {
if (s_initialized) {
return;
}
s_previous_sample = clock::now();
s_current_snapshot_time = s_previous_sample;
s_previousNativeSample = native_clock::now();
s_latestGameSample = game_clock::now();
s_currentSnapshotTime = s_latestGameSample;
s_pendingSimTime = s_latestGameSample;
s_initialized = true;
}
void reset_frame_timer() {
s_previous_sample = clock::now();
s_current_snapshot_time = s_previous_sample - kSimPeriodDuration;
void reset() {
s_previousNativeSample = native_clock::now();
s_latestGameSample = game_clock::now();
s_currentSnapshotTime = s_latestGameSample - kSimPeriodDuration;
s_pendingSimTime = s_currentSnapshotTime;
s_simTickActive = false;
}
MainLoopPacer advance_main_loop() {
ensure_initialized();
const FrameTiming& advance() {
const auto nativeNow = native_clock::now();
const auto gameNow = game_clock::now();
const auto nativeFrameGap = nativeNow - s_previousNativeSample;
s_previousNativeSample = nativeNow;
s_latestGameSample = gameNow;
const clock::time_point now = clock::now();
const clock::duration frame_gap = now - s_previous_sample;
const float presentation_dt = std::chrono::duration<float>(frame_gap).count();
s_previous_sample = now;
auto& out = g_frameTiming;
out = {.dt = std::chrono::duration<float>().count()};
MainLoopPacer out{};
out.presentation_dt_seconds = presentation_dt;
const float timeScale = aurora::time::scale();
const bool interpolating =
getSettings().game.enableFrameInterpolation.getValue() != FrameInterpMode::Off;
const bool separatePresentation = interpolating || timeScale != 1.0f;
out.interpolating = interpolating;
out.separatePresentation = separatePresentation;
s_fixedStepActive = separatePresentation;
const bool should_interpolate = dusk::getSettings().game.enableFrameInterpolation.getValue() !=
dusk::FrameInterpMode::Off &&
!dusk::getTransientSettings().skipFrameRateLimit;
out.is_interpolating = should_interpolate;
out.sim_pace = sim_pace();
if (!should_interpolate) {
s_current_snapshot_time = now;
out.sim_ticks_to_run = 1;
if (!separatePresentation) {
s_currentSnapshotTime = gameNow;
out.numSimTicks = 1;
return out;
}
if (frame_gap > kAbnormalGapResetThreshold) {
s_current_snapshot_time = now - kSimPeriodDuration;
out.sim_ticks_to_run = 0;
const auto simulationTarget = interpolating ? gameNow - kSimPeriodDuration : gameNow;
if (timeScale == 0.f || nativeFrameGap > kAbnormalGapResetThreshold) {
s_currentSnapshotTime = simulationTarget;
out.numSimTicks = 0;
return out;
}
int sim_ticks_to_run = 0;
clock::time_point projected_snapshot_time = s_current_snapshot_time;
const clock::time_point render_time = now - kSimPeriodDuration;
while (sim_ticks_to_run < kMaxSimTicksPerFrame && projected_snapshot_time < render_time) {
projected_snapshot_time += kSimPeriodDuration;
sim_ticks_to_run++;
int numSimTicks = 0;
auto projectedSnapshotTime = s_currentSnapshotTime;
while (numSimTicks < kMaxSimTicksPerFrame) {
const bool tickDue = interpolating ?
projectedSnapshotTime < simulationTarget :
projectedSnapshotTime + kSimPeriodDuration <= simulationTarget;
if (!tickDue) {
break;
}
projectedSnapshotTime += kSimPeriodDuration;
numSimTicks++;
}
out.sim_ticks_to_run = sim_ticks_to_run;
out.numSimTicks = numSimTicks;
return out;
}
void begin_sim_tick() {
s_pendingSimTime =
s_fixedStepActive ? s_currentSnapshotTime + kSimPeriodDuration : s_latestGameSample;
s_simTickActive = true;
}
void commit_sim_tick() {
ensure_initialized();
s_current_snapshot_time += kSimPeriodDuration;
if (s_simTickActive) {
s_currentSnapshotTime = s_pendingSimTime;
s_simTickActive = false;
} else {
s_currentSnapshotTime += kSimPeriodDuration;
}
}
float sample_interpolation_step() {
ensure_initialized();
const float step =
std::chrono::duration<float>(clock::now() - s_current_snapshot_time).count() / sim_pace();
std::chrono::duration<float>(game_clock::now() - s_currentSnapshotTime).count() /
kSimPeriod;
return std::clamp(step, 0.0f, 1.0f);
}
float consume_interval(const void* consumer) {
ensure_initialized();
const uintptr_t key = reinterpret_cast<uintptr_t>(consumer);
const clock::time_point now = clock::now();
float dt = ui_initial_dt();
const auto it = s_interval_last_sample.find(key);
if (it != s_interval_last_sample.end()) {
const auto key = reinterpret_cast<uintptr_t>(consumer);
const auto now = s_simTickActive ? s_pendingSimTime : game_clock::now();
const float timeScale = aurora::time::scale();
float dt = kUiInitialDt * timeScale;
if (const auto it = s_intervalLastSample.find(key); it != s_intervalLastSample.end()) {
dt = std::chrono::duration<float>(now - it->second).count();
dt = std::min(dt, ui_maximum_dt());
const float maximumDt = std::max(kUiMaximumDt * timeScale, kSimPeriod);
dt = std::min(dt, maximumDt);
}
s_interval_last_sample[key] = now;
s_intervalLastSample[key] = now;
return dt;
}