Serious-Engine/Sources/Engine/Base/Timer.cpp

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
#include "stdh.h"
#include <Engine/Base/Timer.h>
#include <Engine/Base/Console.h>
#include <Engine/Base/Translation.h>
#include <Engine/Base/Registry.h>
#include <Engine/Base/Profiling.h>
#include <Engine/Base/ErrorReporting.h>
#include <Engine/Base/Statistics_Internal.h>
#include <Engine/Base/ListIterator.inl>
#include <Engine/Base/Priority.inl>
// Read the Pentium TimeStampCounter
static inline __int64 ReadTSC(void)
{
__int64 mmRet;
__asm {
rdtsc
mov dword ptr [mmRet+0],eax
mov dword ptr [mmRet+4],edx
}
return mmRet;
}
// link with Win-MultiMedia
#pragma comment(lib, "winmm.lib")
// current game time always valid for the currently active task
static _declspec(thread) TIME _CurrentTickTimer = 0.0f;
// CTimer implementation
// pointer to global timer object
CTimer *_pTimer = NULL;
const TIME CTimer::TickQuantum = TIME(1/20.0); // 20 ticks per second
/*
* Timer interrupt callback function.
*/
/*
NOTE:
This function is a bit more complicated than it could be, because
it has to deal with a feature in the windows multimedia timer that
is undesired here.
That is the fact that, if the timer function is stalled for a while,
because some other thread or itself took too much time, the timer function
is called more times to catch up with the hardware clock.
This can cause complete lockout if timer handlers constantly consume more
time than is available between two calls of timer function.
As a workaround, this function measures hardware time and refuses to call
the handlers if it is not on time.
In effect, if some timer handler starts spending too much time, the
handlers are called at lower frequency until the application (hopefully)
stabilizes.
When such a catch-up situation occurs, 'real time' timer still keeps
more or less up to date with the hardware time, but the timer handlers
skip some ticks. E.g. if timer handlers start spending twice more time
than is tick quantum, they get called approx. every two ticks.
EXTRA NOTE:
Had to disable that, because it didn't work well (caused jerking) on
Win95 osr2 with no patches installed!
*/
void CTimer_TimerFunc_internal(void)
{
// Access to stream operations might be invoked in timer handlers, but
// this is disabled for now. Should also synchronize access to list of
// streams and to group file before enabling that!
// CTSTREAM_BEGIN {
// increment the 'real time' timer
_pTimer->tm_RealTimeTimer += _pTimer->TickQuantum;
// get the current time for real and in ticks
CTimerValue tvTimeNow = _pTimer->GetHighPrecisionTimer();
TIME tmTickNow = _pTimer->tm_RealTimeTimer;
// calculate how long has passed since we have last been on time
TIME tmTimeDelay = (TIME)(tvTimeNow - _pTimer->tm_tvLastTimeOnTime).GetSeconds();
TIME tmTickDelay = (tmTickNow - _pTimer->tm_tmLastTickOnTime);
_sfStats.StartTimer(CStatForm::STI_TIMER);
// if we are keeping up to time (more or less)
// if (tmTimeDelay>=_pTimer->TickQuantum*0.9f) {
// for all hooked handlers
FOREACHINLIST(CTimerHandler, th_Node, _pTimer->tm_lhHooks, itth) {
// handle
itth->HandleTimer();
}
// }
_sfStats.StopTimer(CStatForm::STI_TIMER);
// remember that we have been on time now
_pTimer->tm_tvLastTimeOnTime = tvTimeNow;
_pTimer->tm_tmLastTickOnTime = tmTickNow;
// } CTSTREAM_END;
}
void __stdcall CTimer_TimerFunc(UINT uID, UINT uMsg, ULONG dwUser, ULONG dw1, ULONG dw2)
{
// access to the list of handlers must be locked
CTSingleLock slHooks(&_pTimer->tm_csHooks, TRUE);
// handle all timers
CTimer_TimerFunc_internal();
}
#pragma inline_depth()
#define MAX_MEASURE_TRIES 5
static INDEX _aiTries[MAX_MEASURE_TRIES];
// Get processor speed in Hertz
static __int64 GetCPUSpeedHz(void)
{
// get the frequency of the 'high' precision timer
__int64 llTimerFrequency;
BOOL bPerformanceCounterPresent = QueryPerformanceFrequency((LARGE_INTEGER*)&llTimerFrequency);
// fail if the performance counter is not available on this system
if( !bPerformanceCounterPresent) {
CPrintF( TRANS("PerformanceTimer is not available!\n"));
return 1;
}
INDEX iSpeed, iTry;
INDEX ctTotalFaults=0;
__int64 llTimeLast, llTimeNow;
__int64 llCPUBefore, llCPUAfter;
__int64 llTimeBefore, llTimeAfter;
__int64 llSpeedMeasured;
// try to measure 10 times
INDEX iSet=0;
for( ; iSet<10; iSet++)
{ // one time has several tries
for( iTry=0; iTry<MAX_MEASURE_TRIES; iTry++)
{ // wait the state change on the timer
QueryPerformanceCounter((LARGE_INTEGER*)&llTimeNow);
do {
llTimeLast = llTimeNow;
QueryPerformanceCounter((LARGE_INTEGER*)&llTimeNow);
} while( llTimeLast==llTimeNow);
// wait for some time, and count the CPU clocks passed
llCPUBefore = ReadTSC();
llTimeBefore = llTimeNow;
llTimeAfter = llTimeNow + llTimerFrequency/4;
do {
QueryPerformanceCounter((LARGE_INTEGER*)&llTimeNow);
} while( llTimeNow<llTimeAfter );
llCPUAfter = ReadTSC();
// calculate the CPU clock frequency from gathered data
llSpeedMeasured = (llCPUAfter-llCPUBefore)*llTimerFrequency / (llTimeNow-llTimeBefore);
_aiTries[iTry] = llSpeedMeasured/1000000;
}
// see if we had good measurement
INDEX ctFaults = 0;
iSpeed = _aiTries[0];
const INDEX iTolerance = iSpeed *1/100; // %1 tolerance should be enough
for( iTry=1; iTry<MAX_MEASURE_TRIES; iTry++) {
if( abs(iSpeed-_aiTries[iTry]) > iTolerance) ctFaults++;
}
// done if no faults
if( ctFaults==0) break;
Sleep(1000);
}
// fail if couldn't readout CPU speed
if( iSet==10) {
CPrintF( TRANS("PerformanceTimer is not vaild!\n"));
//return 1;
// NOTE: this function must never fail, or the engine will crash!
// if this failed, the speed will be read from registry (only happens on Win2k)
}
// keep readout speed and read speed from registry
const SLONG slSpeedRead = _aiTries[0];
SLONG slSpeedReg = 0;
BOOL bFoundInReg = REG_GetLong("HKEY_LOCAL_MACHINE\\HARDWARE\\DESCRIPTION\\System\\CentralProcessor\\0\\~MHz", (ULONG&)slSpeedReg);
// if not found in registry
if( !bFoundInReg) {
// use measured
CPrintF(TRANS(" CPU speed not found in registry, using calculated value\n\n"));
return (__int64)slSpeedRead*1000000;
// if found in registry
} else {
// if different than measured
const INDEX iTolerance = slSpeedRead *1/100; // %1 tolerance should be enough
if( abs(slSpeedRead-slSpeedReg) > iTolerance) {
// report warning and use registry value
CPrintF(TRANS(" WARNING: calculated CPU speed different than stored in registry!\n\n"));
return (__int64)slSpeedReg*1000000;
}
// use measured value
return (__int64)slSpeedRead*1000000;
}
}
/*
* Constructor.
*/
CTimer::CTimer(BOOL bInterrupt /*=TRUE*/)
{
tm_csHooks.cs_iIndex = 1000;
// set global pointer
ASSERT(_pTimer == NULL);
_pTimer = this;
tm_bInterrupt = bInterrupt;
{ // this part of code must be executed as precisely as possible
CSetPriority sp(REALTIME_PRIORITY_CLASS, THREAD_PRIORITY_TIME_CRITICAL);
tm_llCPUSpeedHZ = GetCPUSpeedHz();
tm_llPerformanceCounterFrequency = tm_llCPUSpeedHZ;
// measure profiling errors and set epsilon corrections
CProfileForm::CalibrateProfilingTimers();
}
// clear counters
_CurrentTickTimer = TIME(0);
tm_RealTimeTimer = TIME(0);
tm_tmLastTickOnTime = TIME(0);
tm_tvLastTimeOnTime = GetHighPrecisionTimer();
// disable lerping by default
tm_fLerpFactor = 1.0f;
tm_fLerpFactor2 = 1.0f;
// start interrupt (eventually)
if( tm_bInterrupt)
{
tm_TimerID = timeSetEvent(
ULONG(TickQuantum*1000.0f), // period value [ms]
0, // resolution (0==max. possible)
&CTimer_TimerFunc, // callback
0, // user
TIME_PERIODIC); // event type
// check that interrupt was properly started
if( tm_TimerID==NULL) FatalError(TRANS("Cannot initialize multimedia timer!"));
// make sure that timer interrupt is ticking
INDEX iTry=1;
for( ; iTry<=3; iTry++) {
const TIME tmTickBefore = GetRealTimeTick();
Sleep(1000* iTry*3 *TickQuantum);
const TIME tmTickAfter = GetRealTimeTick();
if( tmTickBefore!=tmTickAfter) break;
Sleep(1000*iTry);
}
// report fatal
if( iTry>3) FatalError(TRANS("Problem with initializing multimedia timer - please try again."));
}
}
/*
* Destructor.
*/
CTimer::~CTimer(void)
{
ASSERT(_pTimer == this);
// destroy timer
if (tm_bInterrupt) {
ASSERT(tm_TimerID!=NULL);
ULONG rval = timeKillEvent(tm_TimerID);
ASSERT(rval == TIMERR_NOERROR);
}
// check that all handlers have been removed
ASSERT(tm_lhHooks.IsEmpty());
// clear global pointer
_pTimer = NULL;
}
/*
* Add a timer handler.
*/
void CTimer::AddHandler(CTimerHandler *pthNew)
{
// access to the list of handlers must be locked
CTSingleLock slHooks(&tm_csHooks, TRUE);
ASSERT(this!=NULL);
tm_lhHooks.AddTail(pthNew->th_Node);
}
/*
* Remove a timer handler.
*/
void CTimer::RemHandler(CTimerHandler *pthOld)
{
// access to the list of handlers must be locked
CTSingleLock slHooks(&tm_csHooks, TRUE);
ASSERT(this!=NULL);
pthOld->th_Node.Remove();
}
/* Handle timer handlers manually. */
void CTimer::HandleTimerHandlers(void)
{
// access to the list of handlers must be locked
CTSingleLock slHooks(&_pTimer->tm_csHooks, TRUE);
// handle all timers
CTimer_TimerFunc_internal();
}
/*
* Set the real time tick value.
*/
void CTimer::SetRealTimeTick(TIME tNewRealTimeTick)
{
ASSERT(this!=NULL);
tm_RealTimeTimer = tNewRealTimeTick;
}
/*
* Get the real time tick value.
*/
TIME CTimer::GetRealTimeTick(void) const
{
ASSERT(this!=NULL);
return tm_RealTimeTimer;
}
/*
* Set the current game tick used for time dependent tasks (animations etc.).
*/
void CTimer::SetCurrentTick(TIME tNewCurrentTick) {
ASSERT(this!=NULL);
_CurrentTickTimer = tNewCurrentTick;
}
/*
* Get current game time, always valid for the currently active task.
*/
const TIME CTimer::CurrentTick(void) const {
ASSERT(this!=NULL);
return _CurrentTickTimer;
}
const TIME CTimer::GetLerpedCurrentTick(void) const {
ASSERT(this!=NULL);
return _CurrentTickTimer+tm_fLerpFactor*TickQuantum;
}
// Set factor for lerping between ticks.
void CTimer::SetLerp(FLOAT fFactor) // sets both primary and secondary
{
ASSERT(this!=NULL);
tm_fLerpFactor = fFactor;
tm_fLerpFactor2 = fFactor;
}
void CTimer::SetLerp2(FLOAT fFactor) // sets only secondary
{
ASSERT(this!=NULL);
tm_fLerpFactor2 = fFactor;
}
// Disable lerping factor (set both factors to 1)
void CTimer::DisableLerp(void)
{
ASSERT(this!=NULL);
tm_fLerpFactor =1.0f;
tm_fLerpFactor2=1.0f;
}
// convert a time value to a printable string (hh:mm:ss)
CTString TimeToString(FLOAT fTime)
{
CTString strTime;
int iSec = floor(fTime);
int iMin = iSec/60;
iSec = iSec%60;
int iHou = iMin/60;
iMin = iMin%60;
strTime.PrintF("%02d:%02d:%02d", iHou, iMin, iSec);
return strTime;
}