mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
388 lines
11 KiB
C++
388 lines
11 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "stdh.h"
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#include <Engine/Base/Timer.h>
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#include <Engine/Base/Console.h>
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#include <Engine/Base/Translation.h>
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#include <Engine/Base/Registry.h>
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#include <Engine/Base/Profiling.h>
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#include <Engine/Base/ErrorReporting.h>
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#include <Engine/Base/Statistics_Internal.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Base/Priority.inl>
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// Read the Pentium TimeStampCounter
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static inline __int64 ReadTSC(void)
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{
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__int64 mmRet;
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__asm {
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rdtsc
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mov dword ptr [mmRet+0],eax
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mov dword ptr [mmRet+4],edx
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}
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return mmRet;
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}
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// link with Win-MultiMedia
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#pragma comment(lib, "winmm.lib")
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// current game time always valid for the currently active task
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static _declspec(thread) TIME _CurrentTickTimer = 0.0f;
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// CTimer implementation
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// pointer to global timer object
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CTimer *_pTimer = NULL;
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const TIME CTimer::TickQuantum = TIME(1/20.0); // 20 ticks per second
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/*
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* Timer interrupt callback function.
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*/
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/*
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NOTE:
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This function is a bit more complicated than it could be, because
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it has to deal with a feature in the windows multimedia timer that
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is undesired here.
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That is the fact that, if the timer function is stalled for a while,
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because some other thread or itself took too much time, the timer function
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is called more times to catch up with the hardware clock.
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This can cause complete lockout if timer handlers constantly consume more
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time than is available between two calls of timer function.
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As a workaround, this function measures hardware time and refuses to call
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the handlers if it is not on time.
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In effect, if some timer handler starts spending too much time, the
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handlers are called at lower frequency until the application (hopefully)
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stabilizes.
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When such a catch-up situation occurs, 'real time' timer still keeps
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more or less up to date with the hardware time, but the timer handlers
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skip some ticks. E.g. if timer handlers start spending twice more time
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than is tick quantum, they get called approx. every two ticks.
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EXTRA NOTE:
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Had to disable that, because it didn't work well (caused jerking) on
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Win95 osr2 with no patches installed!
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*/
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void CTimer_TimerFunc_internal(void)
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{
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// Access to stream operations might be invoked in timer handlers, but
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// this is disabled for now. Should also synchronize access to list of
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// streams and to group file before enabling that!
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// CTSTREAM_BEGIN {
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// increment the 'real time' timer
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_pTimer->tm_RealTimeTimer += _pTimer->TickQuantum;
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// get the current time for real and in ticks
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CTimerValue tvTimeNow = _pTimer->GetHighPrecisionTimer();
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TIME tmTickNow = _pTimer->tm_RealTimeTimer;
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// calculate how long has passed since we have last been on time
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TIME tmTimeDelay = (TIME)(tvTimeNow - _pTimer->tm_tvLastTimeOnTime).GetSeconds();
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TIME tmTickDelay = (tmTickNow - _pTimer->tm_tmLastTickOnTime);
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_sfStats.StartTimer(CStatForm::STI_TIMER);
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// if we are keeping up to time (more or less)
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// if (tmTimeDelay>=_pTimer->TickQuantum*0.9f) {
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// for all hooked handlers
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FOREACHINLIST(CTimerHandler, th_Node, _pTimer->tm_lhHooks, itth) {
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// handle
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itth->HandleTimer();
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}
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// }
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_sfStats.StopTimer(CStatForm::STI_TIMER);
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// remember that we have been on time now
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_pTimer->tm_tvLastTimeOnTime = tvTimeNow;
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_pTimer->tm_tmLastTickOnTime = tmTickNow;
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// } CTSTREAM_END;
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}
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void __stdcall CTimer_TimerFunc(UINT uID, UINT uMsg, ULONG dwUser, ULONG dw1, ULONG dw2)
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{
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// access to the list of handlers must be locked
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CTSingleLock slHooks(&_pTimer->tm_csHooks, TRUE);
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// handle all timers
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CTimer_TimerFunc_internal();
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}
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#pragma inline_depth()
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#define MAX_MEASURE_TRIES 5
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static INDEX _aiTries[MAX_MEASURE_TRIES];
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// Get processor speed in Hertz
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static __int64 GetCPUSpeedHz(void)
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{
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// get the frequency of the 'high' precision timer
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__int64 llTimerFrequency;
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BOOL bPerformanceCounterPresent = QueryPerformanceFrequency((LARGE_INTEGER*)&llTimerFrequency);
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// fail if the performance counter is not available on this system
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if( !bPerformanceCounterPresent) {
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CPrintF( TRANS("PerformanceTimer is not available!\n"));
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return 1;
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}
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INDEX iSpeed, iTry;
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INDEX ctTotalFaults=0;
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__int64 llTimeLast, llTimeNow;
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__int64 llCPUBefore, llCPUAfter;
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__int64 llTimeBefore, llTimeAfter;
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__int64 llSpeedMeasured;
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// try to measure 10 times
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INDEX iSet=0;
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for( ; iSet<10; iSet++)
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{ // one time has several tries
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for( iTry=0; iTry<MAX_MEASURE_TRIES; iTry++)
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{ // wait the state change on the timer
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QueryPerformanceCounter((LARGE_INTEGER*)&llTimeNow);
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do {
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llTimeLast = llTimeNow;
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QueryPerformanceCounter((LARGE_INTEGER*)&llTimeNow);
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} while( llTimeLast==llTimeNow);
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// wait for some time, and count the CPU clocks passed
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llCPUBefore = ReadTSC();
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llTimeBefore = llTimeNow;
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llTimeAfter = llTimeNow + llTimerFrequency/4;
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do {
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QueryPerformanceCounter((LARGE_INTEGER*)&llTimeNow);
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} while( llTimeNow<llTimeAfter );
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llCPUAfter = ReadTSC();
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// calculate the CPU clock frequency from gathered data
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llSpeedMeasured = (llCPUAfter-llCPUBefore)*llTimerFrequency / (llTimeNow-llTimeBefore);
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_aiTries[iTry] = llSpeedMeasured/1000000;
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}
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// see if we had good measurement
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INDEX ctFaults = 0;
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iSpeed = _aiTries[0];
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const INDEX iTolerance = iSpeed *1/100; // %1 tolerance should be enough
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for( iTry=1; iTry<MAX_MEASURE_TRIES; iTry++) {
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if( abs(iSpeed-_aiTries[iTry]) > iTolerance) ctFaults++;
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}
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// done if no faults
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if( ctFaults==0) break;
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Sleep(1000);
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}
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// fail if couldn't readout CPU speed
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if( iSet==10) {
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CPrintF( TRANS("PerformanceTimer is not vaild!\n"));
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//return 1;
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// NOTE: this function must never fail, or the engine will crash!
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// if this failed, the speed will be read from registry (only happens on Win2k)
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}
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// keep readout speed and read speed from registry
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const SLONG slSpeedRead = _aiTries[0];
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SLONG slSpeedReg = 0;
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BOOL bFoundInReg = REG_GetLong("HKEY_LOCAL_MACHINE\\HARDWARE\\DESCRIPTION\\System\\CentralProcessor\\0\\~MHz", (ULONG&)slSpeedReg);
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// if not found in registry
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if( !bFoundInReg) {
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// use measured
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CPrintF(TRANS(" CPU speed not found in registry, using calculated value\n\n"));
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return (__int64)slSpeedRead*1000000;
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// if found in registry
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} else {
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// if different than measured
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const INDEX iTolerance = slSpeedRead *1/100; // %1 tolerance should be enough
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if( abs(slSpeedRead-slSpeedReg) > iTolerance) {
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// report warning and use registry value
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CPrintF(TRANS(" WARNING: calculated CPU speed different than stored in registry!\n\n"));
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return (__int64)slSpeedReg*1000000;
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}
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// use measured value
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return (__int64)slSpeedRead*1000000;
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}
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}
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/*
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* Constructor.
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*/
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CTimer::CTimer(BOOL bInterrupt /*=TRUE*/)
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{
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tm_csHooks.cs_iIndex = 1000;
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// set global pointer
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ASSERT(_pTimer == NULL);
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_pTimer = this;
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tm_bInterrupt = bInterrupt;
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{ // this part of code must be executed as precisely as possible
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CSetPriority sp(REALTIME_PRIORITY_CLASS, THREAD_PRIORITY_TIME_CRITICAL);
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tm_llCPUSpeedHZ = GetCPUSpeedHz();
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tm_llPerformanceCounterFrequency = tm_llCPUSpeedHZ;
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// measure profiling errors and set epsilon corrections
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CProfileForm::CalibrateProfilingTimers();
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}
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// clear counters
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_CurrentTickTimer = TIME(0);
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tm_RealTimeTimer = TIME(0);
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tm_tmLastTickOnTime = TIME(0);
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tm_tvLastTimeOnTime = GetHighPrecisionTimer();
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// disable lerping by default
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tm_fLerpFactor = 1.0f;
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tm_fLerpFactor2 = 1.0f;
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// start interrupt (eventually)
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if( tm_bInterrupt)
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{
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tm_TimerID = timeSetEvent(
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ULONG(TickQuantum*1000.0f), // period value [ms]
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0, // resolution (0==max. possible)
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&CTimer_TimerFunc, // callback
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0, // user
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TIME_PERIODIC); // event type
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// check that interrupt was properly started
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if( tm_TimerID==NULL) FatalError(TRANS("Cannot initialize multimedia timer!"));
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// make sure that timer interrupt is ticking
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INDEX iTry=1;
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for( ; iTry<=3; iTry++) {
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const TIME tmTickBefore = GetRealTimeTick();
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Sleep(1000* iTry*3 *TickQuantum);
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const TIME tmTickAfter = GetRealTimeTick();
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if( tmTickBefore!=tmTickAfter) break;
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Sleep(1000*iTry);
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}
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// report fatal
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if( iTry>3) FatalError(TRANS("Problem with initializing multimedia timer - please try again."));
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}
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}
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/*
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* Destructor.
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*/
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CTimer::~CTimer(void)
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{
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ASSERT(_pTimer == this);
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// destroy timer
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if (tm_bInterrupt) {
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ASSERT(tm_TimerID!=NULL);
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ULONG rval = timeKillEvent(tm_TimerID);
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ASSERT(rval == TIMERR_NOERROR);
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}
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// check that all handlers have been removed
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ASSERT(tm_lhHooks.IsEmpty());
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// clear global pointer
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_pTimer = NULL;
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}
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/*
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* Add a timer handler.
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*/
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void CTimer::AddHandler(CTimerHandler *pthNew)
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{
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// access to the list of handlers must be locked
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CTSingleLock slHooks(&tm_csHooks, TRUE);
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ASSERT(this!=NULL);
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tm_lhHooks.AddTail(pthNew->th_Node);
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}
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/*
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* Remove a timer handler.
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*/
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void CTimer::RemHandler(CTimerHandler *pthOld)
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{
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// access to the list of handlers must be locked
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CTSingleLock slHooks(&tm_csHooks, TRUE);
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ASSERT(this!=NULL);
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pthOld->th_Node.Remove();
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}
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/* Handle timer handlers manually. */
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void CTimer::HandleTimerHandlers(void)
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{
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// access to the list of handlers must be locked
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CTSingleLock slHooks(&_pTimer->tm_csHooks, TRUE);
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// handle all timers
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CTimer_TimerFunc_internal();
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}
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/*
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* Set the real time tick value.
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*/
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void CTimer::SetRealTimeTick(TIME tNewRealTimeTick)
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{
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ASSERT(this!=NULL);
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tm_RealTimeTimer = tNewRealTimeTick;
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}
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/*
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* Get the real time tick value.
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*/
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TIME CTimer::GetRealTimeTick(void) const
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{
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ASSERT(this!=NULL);
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return tm_RealTimeTimer;
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}
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/*
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* Set the current game tick used for time dependent tasks (animations etc.).
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*/
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void CTimer::SetCurrentTick(TIME tNewCurrentTick) {
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ASSERT(this!=NULL);
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_CurrentTickTimer = tNewCurrentTick;
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}
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/*
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* Get current game time, always valid for the currently active task.
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*/
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const TIME CTimer::CurrentTick(void) const {
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ASSERT(this!=NULL);
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return _CurrentTickTimer;
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}
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const TIME CTimer::GetLerpedCurrentTick(void) const {
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ASSERT(this!=NULL);
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return _CurrentTickTimer+tm_fLerpFactor*TickQuantum;
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}
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// Set factor for lerping between ticks.
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void CTimer::SetLerp(FLOAT fFactor) // sets both primary and secondary
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{
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ASSERT(this!=NULL);
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tm_fLerpFactor = fFactor;
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tm_fLerpFactor2 = fFactor;
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}
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void CTimer::SetLerp2(FLOAT fFactor) // sets only secondary
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{
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ASSERT(this!=NULL);
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tm_fLerpFactor2 = fFactor;
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}
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// Disable lerping factor (set both factors to 1)
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void CTimer::DisableLerp(void)
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{
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ASSERT(this!=NULL);
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tm_fLerpFactor =1.0f;
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tm_fLerpFactor2=1.0f;
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}
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// convert a time value to a printable string (hh:mm:ss)
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CTString TimeToString(FLOAT fTime)
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{
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CTString strTime;
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int iSec = floor(fTime);
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int iMin = iSec/60;
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iSec = iSec%60;
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int iHou = iMin/60;
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iMin = iMin%60;
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strTime.PrintF("%02d:%02d:%02d", iHou, iMin, iSec);
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return strTime;
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}
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