Sdk/System: Fix time loss when using max update rate
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15fb338e36
commit
7366d92818
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@ -164,8 +164,10 @@ namespace Ndk
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}
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}
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else
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else
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{
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{
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OnUpdate(m_maxUpdateRate);
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float updateRate = std::max(elapsedTime, m_maxUpdateRate);
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m_updateCounter -= m_maxUpdateRate;
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OnUpdate(updateRate);
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m_updateCounter -= updateRate;
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}
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}
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}
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}
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}
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}
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@ -1,30 +1,40 @@
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#include <NDK/System.hpp>
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#include <NDK/System.hpp>
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#include <Catch/catch.hpp>
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#include <Catch/catch.hpp>
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/*
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namespace
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namespace
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{
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{
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class TestSystem : public Ndk::System<TestSystem>
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class TestSystem : public Ndk::System<TestSystem>
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{
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{
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public:
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public:
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TestSystem(int value) :
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TestSystem() :
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m_value(value)
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m_updateCounter(0),
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m_elapsedTime(0.f)
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{
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{
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}
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}
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int GetValue() const
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{
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return m_value;
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}
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~TestSystem() = default;
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~TestSystem() = default;
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float GetElapsedTime() const
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{
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return m_elapsedTime;
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}
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std::size_t GetLoopCount() const
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{
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return m_updateCounter;
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}
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static Ndk::SystemIndex systemIndex;
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static Ndk::SystemIndex systemIndex;
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private:
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private:
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int m_value;
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std::size_t m_updateCounter;
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float m_elapsedTime;
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void OnUpdate(float elapsedTime) override
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void OnUpdate(float elapsedTime) override
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{
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{
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++m_updateCounter;
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m_elapsedTime += elapsedTime;
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}
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}
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};
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};
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@ -35,16 +45,63 @@ SCENARIO("System", "[NDK][SYSTEM]")
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{
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{
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GIVEN("Our TestSystem")
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GIVEN("Our TestSystem")
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{
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{
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TestSystem testSystem(666);
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TestSystem testSystem;
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testSystem.SetMaximumUpdateRate(30.f);
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WHEN("We clone it")
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float maxTimePerFrame = 1 / 30.f;
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WHEN("We update it with a higher framerate")
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{
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{
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std::unique_ptr<Ndk::BaseSystem> clone = testSystem.Clone();
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float timePerFrame = maxTimePerFrame / 2.f;
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float elapsedTime = 2.f;
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THEN("We should get a copy")
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std::size_t loopCount = static_cast<std::size_t>(std::round(elapsedTime / timePerFrame));
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for (std::size_t i = 0; i < loopCount; ++i)
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testSystem.Update(timePerFrame);
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CHECK(testSystem.GetLoopCount() == loopCount / 2);
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CHECK(testSystem.GetElapsedTime() == Approx(elapsedTime).epsilon(timePerFrame));
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}
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WHEN("We update it with a lower framerate")
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{
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float timePerFrame = maxTimePerFrame * 2.f;
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float elapsedTime = 10.f;
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std::size_t loopCount = static_cast<std::size_t>(std::round(elapsedTime / timePerFrame));
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for (std::size_t i = 0; i < loopCount; ++i)
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testSystem.Update(timePerFrame);
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CHECK(testSystem.GetLoopCount() == loopCount);
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CHECK(testSystem.GetElapsedTime() == Approx(elapsedTime).epsilon(timePerFrame));
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AND_WHEN("We suddenly increase framerate")
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{
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{
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REQUIRE(static_cast<TestSystem*>(clone.get())->GetValue() == 666);
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float newTimePerFrame = 1 / 300.f;
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float newElapsedTime = 100.f;
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std::size_t newLoopCount = static_cast<std::size_t>(std::round(newElapsedTime / newTimePerFrame));
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for (std::size_t i = 0; i < newLoopCount; ++i)
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testSystem.Update(newTimePerFrame);
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CHECK(testSystem.GetLoopCount() == loopCount + newLoopCount / 10);
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CHECK(testSystem.GetElapsedTime() == Approx(elapsedTime + newElapsedTime).epsilon(newTimePerFrame));
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}
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}
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}
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}
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WHEN("We update it with a very low framerate")
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{
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float timePerFrame = 0.5f;
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for (std::size_t i = 0; i < 10; ++i)
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testSystem.Update(timePerFrame);
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CHECK(testSystem.GetLoopCount() == 10);
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CHECK(testSystem.GetElapsedTime() == Approx(5.f));
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}
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}
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}
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}*/
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}
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@ -19,7 +19,7 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
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Ndk::NodeComponent& nodeComponent = movingEntity->GetComponent<Ndk::NodeComponent>();
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Ndk::NodeComponent& nodeComponent = movingEntity->GetComponent<Ndk::NodeComponent>();
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Ndk::PhysicsComponent2D& physicsComponent2D = movingEntity->AddComponent<Ndk::PhysicsComponent2D>();
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Ndk::PhysicsComponent2D& physicsComponent2D = movingEntity->AddComponent<Ndk::PhysicsComponent2D>();
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world.GetSystem<Ndk::PhysicsSystem2D>().SetFixedUpdateRate(30.f);
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world.GetSystem<Ndk::PhysicsSystem2D>().SetMaximumUpdateRate(0.f);
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WHEN("We update the world")
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WHEN("We update the world")
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{
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{
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@ -43,7 +43,7 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
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world.Update(1.f);
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world.Update(1.f);
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THEN("It should moved freely")
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THEN("It should move freely")
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{
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{
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REQUIRE(nodeComponent.GetPosition() == position);
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REQUIRE(nodeComponent.GetPosition() == position);
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movingAABB.Translate(position);
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movingAABB.Translate(position);
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