Make use of SGTimeStamp::sleepUntil for accurate sleeping.
For use with frame rate throtteling make use of SGTimeStamp::sleepUntil. This function should cover the system dependent parts of accurate sleeps and should move the system dependent code out of the time manager.
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1 changed files with 4 additions and 67 deletions
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@ -24,13 +24,6 @@
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#include "TimeManager.hxx"
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#ifdef _WIN32
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# define WIN32_LEAN_AND_MEAN
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# include <windows.h> // for Sleep()
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#else
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# include <unistd.h> // for usleep()
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#endif
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/structure/event_mgr.hxx>
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#include <simgear/misc/sg_path.hxx>
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@ -284,69 +277,13 @@ void TimeManager::computeFrameRate()
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void TimeManager::throttleUpdateRate()
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{
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double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
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SGTimeStamp currentStamp;
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// common case, no throttle requested
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if (throttle_hz <= 0.0) {
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double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
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if (throttle_hz <= 0)
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return; // no-op
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}
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double frame_us = 1000000.0 / throttle_hz;
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#define FG_SLEEP_BASED_TIMING 1
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#if defined(FG_SLEEP_BASED_TIMING)
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// sleep based timing loop.
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//
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// Calling sleep, even usleep() on linux is less accurate than
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// we like, but it does free up the cpu for other tasks during
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// the sleep so it is desirable. Because of the way sleep()
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// is implemented in consumer operating systems like windows
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// and linux, you almost always sleep a little longer than the
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// requested amount.
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//
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// To combat the problem of sleeping too long, we calculate the
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// desired wait time and shorten it by 2000us (2ms) to avoid
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// [hopefully] over-sleep'ing. The 2ms value was arrived at
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// via experimentation. We follow this up at the end with a
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// simple busy-wait loop to get the final pause timing exactly
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// right.
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//
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// Assuming we don't oversleep by more than 2000us, this
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// should be a reasonable compromise between sleep based
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// waiting, and busy waiting.
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// sleep() will always overshoot by a bit so undersleep by
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// 2000us in the hopes of never oversleeping.
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frame_us -= 2000.0;
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if ( frame_us < 0.0 ) {
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frame_us = 0.0;
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}
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currentStamp.stamp();
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double elapsed_us = (currentStamp - _lastStamp).toUSecs();
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if ( elapsed_us < frame_us ) {
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double requested_us = frame_us - elapsed_us;
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#ifdef _WIN32
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Sleep ((int)(requested_us / 1000.0)) ;
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#else
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usleep(requested_us) ;
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#endif
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}
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#endif
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// busy wait timing loop.
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//
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// This yields the most accurate timing. If the previous
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// ulMilliSecondSleep() call is omitted this will peg the cpu
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// (which is just fine if FG is the only app you care about.)
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currentStamp.stamp();
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SGTimeStamp next_time_stamp = _lastStamp;
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next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us);
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while ( currentStamp < next_time_stamp ) {
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currentStamp.stamp();
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}
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// sleep for exactly 1/hz seconds relative to the past valid timestamp
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SGTimeStamp::sleepUntil(_lastStamp + SGTimeStamp::fromSec(1/throttle_hz));
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}
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// periodic time updater wrapper
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