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https://github.com/TwilitRealm/dusklight
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Frame Interp: Game Clock Refactor & Ring Item Selection
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#include "dusk/game_clock.h"
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#include <algorithm>
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#include <chrono>
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#include <unordered_map>
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namespace dusk {
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namespace game_clock {
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using clock = std::chrono::steady_clock;
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bool s_initialized = false;
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clock::time_point s_previous_sample{};
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float s_sim_accumulator = 0.0f;
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std::unordered_map<uintptr_t, clock::time_point> s_interval_last_sample;
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void ensure_initialized() {
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if (s_initialized) {
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return;
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}
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s_previous_sample = clock::now();
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s_sim_accumulator = sim_pace();
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s_initialized = true;
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}
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void reset_accumulator() {
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ensure_initialized();
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s_sim_accumulator = 0.0f;
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}
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MainLoopPacer advance_main_loop() {
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ensure_initialized();
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const clock::time_point now = clock::now();
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const float presentation_dt = std::chrono::duration<float>(now - s_previous_sample).count();
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s_previous_sample = now;
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s_sim_accumulator += presentation_dt;
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MainLoopPacer out{};
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out.presentation_dt_seconds = presentation_dt;
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const bool should_interpolate = dusk::getSettings().game.enableFrameInterpolation && !dusk::getTransientSettings().skipFrameRateLimit;
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out.is_interpolating = should_interpolate;
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out.sim_pace = sim_pace();
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if (!should_interpolate) {
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s_sim_accumulator = 0.0f;
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out.do_sim_tick = true;
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out.interpolation_step = 0.0f;
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return out;
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} else {
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out.do_sim_tick = s_sim_accumulator >= sim_pace();
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out.interpolation_step = out.do_sim_tick ? 0.0f : s_sim_accumulator / sim_pace();
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return out;
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}
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}
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float consume_interval(const void* consumer) {
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ensure_initialized();
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const uintptr_t key = reinterpret_cast<uintptr_t>(consumer);
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const clock::time_point now = clock::now();
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float dt = ui_initial_dt();
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const auto it = s_interval_last_sample.find(key);
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if (it != s_interval_last_sample.end()) {
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dt = std::chrono::duration<float>(now - it->second).count();
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dt = std::min(dt, ui_maximum_dt());
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}
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s_interval_last_sample[key] = now;
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return dt;
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}
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} // namespace game_clock
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} // namespace dusk
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