virtualx-engine/core/engine.cpp

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/*************************************************************************/
/* engine.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "engine.h"
#include "core/authors.gen.h"
#include "core/donors.gen.h"
#include "core/license.gen.h"
#include "core/version.h"
#include "core/version_hash.gen.h"
void Engine::set_iterations_per_second(int p_ips) {
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ERR_FAIL_COND_MSG(p_ips <= 0, "Engine iterations per second must be greater than 0.");
ips = p_ips;
}
int Engine::get_iterations_per_second() const {
return ips;
}
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
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void Engine::set_physics_jitter_fix(float p_threshold) {
if (p_threshold < 0) {
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
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p_threshold = 0;
}
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
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physics_jitter_fix = p_threshold;
}
float Engine::get_physics_jitter_fix() const {
return physics_jitter_fix;
}
void Engine::set_target_fps(int p_fps) {
_target_fps = p_fps > 0 ? p_fps : 0;
}
int Engine::get_target_fps() const {
return _target_fps;
}
uint64_t Engine::get_frames_drawn() {
return frames_drawn;
}
void Engine::set_frame_delay(uint32_t p_msec) {
_frame_delay = p_msec;
}
uint32_t Engine::get_frame_delay() const {
return _frame_delay;
}
void Engine::set_time_scale(float p_scale) {
_time_scale = p_scale;
}
float Engine::get_time_scale() const {
return _time_scale;
}
Dictionary Engine::get_version_info() const {
Dictionary dict;
dict["major"] = VERSION_MAJOR;
dict["minor"] = VERSION_MINOR;
dict["patch"] = VERSION_PATCH;
dict["hex"] = VERSION_HEX;
dict["status"] = VERSION_STATUS;
dict["build"] = VERSION_BUILD;
dict["year"] = VERSION_YEAR;
String hash = VERSION_HASH;
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dict["hash"] = hash.length() == 0 ? String("unknown") : hash;
String stringver = String(dict["major"]) + "." + String(dict["minor"]);
if ((int)dict["patch"] != 0) {
stringver += "." + String(dict["patch"]);
}
stringver += "-" + String(dict["status"]) + " (" + String(dict["build"]) + ")";
dict["string"] = stringver;
return dict;
}
static Array array_from_info(const char *const *info_list) {
Array arr;
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for (int i = 0; info_list[i] != nullptr; i++) {
arr.push_back(info_list[i]);
}
return arr;
}
static Array array_from_info_count(const char *const *info_list, int info_count) {
Array arr;
for (int i = 0; i < info_count; i++) {
arr.push_back(info_list[i]);
}
return arr;
}
Dictionary Engine::get_author_info() const {
Dictionary dict;
dict["lead_developers"] = array_from_info(AUTHORS_LEAD_DEVELOPERS);
dict["project_managers"] = array_from_info(AUTHORS_PROJECT_MANAGERS);
dict["founders"] = array_from_info(AUTHORS_FOUNDERS);
dict["developers"] = array_from_info(AUTHORS_DEVELOPERS);
return dict;
}
Array Engine::get_copyright_info() const {
Array components;
for (int component_index = 0; component_index < COPYRIGHT_INFO_COUNT; component_index++) {
const ComponentCopyright &cp_info = COPYRIGHT_INFO[component_index];
Dictionary component_dict;
component_dict["name"] = cp_info.name;
Array parts;
for (int i = 0; i < cp_info.part_count; i++) {
const ComponentCopyrightPart &cp_part = cp_info.parts[i];
Dictionary part_dict;
part_dict["files"] = array_from_info_count(cp_part.files, cp_part.file_count);
part_dict["copyright"] = array_from_info_count(cp_part.copyright_statements, cp_part.copyright_count);
part_dict["license"] = cp_part.license;
parts.push_back(part_dict);
}
component_dict["parts"] = parts;
components.push_back(component_dict);
}
return components;
}
Dictionary Engine::get_donor_info() const {
Dictionary donors;
donors["platinum_sponsors"] = array_from_info(DONORS_SPONSOR_PLATINUM);
donors["gold_sponsors"] = array_from_info(DONORS_SPONSOR_GOLD);
donors["silver_sponsors"] = array_from_info(DONORS_SPONSOR_SILVER);
donors["bronze_sponsors"] = array_from_info(DONORS_SPONSOR_BRONZE);
donors["mini_sponsors"] = array_from_info(DONORS_SPONSOR_MINI);
donors["gold_donors"] = array_from_info(DONORS_GOLD);
donors["silver_donors"] = array_from_info(DONORS_SILVER);
donors["bronze_donors"] = array_from_info(DONORS_BRONZE);
return donors;
}
Dictionary Engine::get_license_info() const {
Dictionary licenses;
for (int i = 0; i < LICENSE_COUNT; i++) {
licenses[LICENSE_NAMES[i]] = LICENSE_BODIES[i];
}
return licenses;
}
String Engine::get_license_text() const {
return String(GODOT_LICENSE_TEXT);
}
bool Engine::is_abort_on_gpu_errors_enabled() const {
return abort_on_gpu_errors;
}
bool Engine::is_validation_layers_enabled() const {
return use_validation_layers;
}
void Engine::add_singleton(const Singleton &p_singleton) {
singletons.push_back(p_singleton);
singleton_ptrs[p_singleton.name] = p_singleton.ptr;
}
Object *Engine::get_singleton_object(const String &p_name) const {
const Map<StringName, Object *>::Element *E = singleton_ptrs.find(p_name);
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ERR_FAIL_COND_V_MSG(!E, nullptr, "Failed to retrieve non-existent singleton '" + p_name + "'.");
return E->get();
}
bool Engine::has_singleton(const String &p_name) const {
return singleton_ptrs.has(p_name);
}
void Engine::get_singletons(List<Singleton> *p_singletons) {
for (List<Singleton>::Element *E = singletons.front(); E; E = E->next()) {
p_singletons->push_back(E->get());
}
}
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Engine *Engine::singleton = nullptr;
Engine *Engine::get_singleton() {
return singleton;
}
Engine::Engine() {
singleton = this;
}