bevy/crates/bevy_time/src/virt.rs
2024-05-12 23:19:07 +00:00

434 lines
16 KiB
Rust

#[cfg(feature = "bevy_reflect")]
use bevy_reflect::Reflect;
use bevy_utils::{tracing::debug, Duration};
use crate::{real::Real, time::Time};
/// The virtual game clock representing game time.
///
/// A specialization of the [`Time`] structure. **For method documentation, see
/// [`Time<Virtual>#impl-Time<Virtual>`].**
///
/// Normally used as `Time<Virtual>`. It is automatically inserted as a resource
/// by [`TimePlugin`](crate::TimePlugin) and updated based on
/// [`Time<Real>`](Real). The virtual clock is automatically set as the default
/// generic [`Time`] resource for the update.
///
/// The virtual clock differs from real time clock in that it can be paused, sped up
/// and slowed down. It also limits how much it can advance in a single update
/// in order to prevent unexpected behavior in cases where updates do not happen
/// at regular intervals (e.g. coming back after the program was suspended a long time).
///
/// The virtual clock can be paused by calling [`pause()`](Time::pause) and
/// unpaused by calling [`unpause()`](Time::unpause). When the game clock is
/// paused [`delta()`](Time::delta) will be zero on each update, and
/// [`elapsed()`](Time::elapsed) will not grow.
/// [`effective_speed()`](Time::effective_speed) will return `0.0`. Calling
/// [`pause()`](Time::pause) will not affect value the [`delta()`](Time::delta)
/// value for the update currently being processed.
///
/// The speed of the virtual clock can be changed by calling
/// [`set_relative_speed()`](Time::set_relative_speed). A value of `2.0` means
/// that virtual clock should advance twice as fast as real time, meaning that
/// [`delta()`](Time::delta) values will be double of what
/// [`Time<Real>::delta()`](Time::delta) reports and
/// [`elapsed()`](Time::elapsed) will go twice as fast as
/// [`Time<Real>::elapsed()`](Time::elapsed). Calling
/// [`set_relative_speed()`](Time::set_relative_speed) will not affect the
/// [`delta()`](Time::delta) value for the update currently being processed.
///
/// The maximum amount of delta time that can be added by a single update can be
/// set by [`set_max_delta()`](Time::set_max_delta). This value serves a dual
/// purpose in the virtual clock.
///
/// If the game temporarily freezes due to any reason, such as disk access, a
/// blocking system call, or operating system level suspend, reporting the full
/// elapsed delta time is likely to cause bugs in game logic. Usually if a
/// laptop is suspended for an hour, it doesn't make sense to try to simulate
/// the game logic for the elapsed hour when resuming. Instead it is better to
/// lose the extra time and pretend a shorter duration of time passed. Setting
/// [`max_delta()`](Time::max_delta) to a relatively short time means that the
/// impact on game logic will be minimal.
///
/// If the game lags for some reason, meaning that it will take a longer time to
/// compute a frame than the real time that passes during the computation, then
/// we would fall behind in processing virtual time. If this situation persists,
/// and computing a frame takes longer depending on how much virtual time has
/// passed, the game would enter a "death spiral" where computing each frame
/// takes longer and longer and the game will appear to freeze. By limiting the
/// maximum time that can be added at once, we also limit the amount of virtual
/// time the game needs to compute for each frame. This means that the game will
/// run slow, and it will run slower than real time, but it will not freeze and
/// it will recover as soon as computation becomes fast again.
///
/// You should set [`max_delta()`](Time::max_delta) to a value that is
/// approximately the minimum FPS your game should have even if heavily lagged
/// for a moment. The actual FPS when lagged will be somewhat lower than this,
/// depending on how much more time it takes to compute a frame compared to real
/// time. You should also consider how stable your FPS is, as the limit will
/// also dictate how big of an FPS drop you can accept without losing time and
/// falling behind real time.
#[derive(Debug, Copy, Clone)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
pub struct Virtual {
max_delta: Duration,
paused: bool,
relative_speed: f64,
effective_speed: f64,
}
impl Time<Virtual> {
/// The default amount of time that can added in a single update.
///
/// Equal to 250 milliseconds.
const DEFAULT_MAX_DELTA: Duration = Duration::from_millis(250);
/// Create new virtual clock with given maximum delta step [`Duration`]
///
/// # Panics
///
/// Panics if `max_delta` is zero.
pub fn from_max_delta(max_delta: Duration) -> Self {
let mut ret = Self::default();
ret.set_max_delta(max_delta);
ret
}
/// Returns the maximum amount of time that can be added to this clock by a
/// single update, as [`Duration`].
///
/// This is the maximum value [`Self::delta()`] will return and also to
/// maximum time [`Self::elapsed()`] will be increased by in a single
/// update.
///
/// This ensures that even if no updates happen for an extended amount of time,
/// the clock will not have a sudden, huge advance all at once. This also indirectly
/// limits the maximum number of fixed update steps that can run in a single update.
///
/// The default value is 250 milliseconds.
#[inline]
pub fn max_delta(&self) -> Duration {
self.context().max_delta
}
/// Sets the maximum amount of time that can be added to this clock by a
/// single update, as [`Duration`].
///
/// This is the maximum value [`Self::delta()`] will return and also to
/// maximum time [`Self::elapsed()`] will be increased by in a single
/// update.
///
/// This is used to ensure that even if the game freezes for a few seconds,
/// or is suspended for hours or even days, the virtual clock doesn't
/// suddenly jump forward for that full amount, which would likely cause
/// gameplay bugs or having to suddenly simulate all the intervening time.
///
/// If no updates happen for an extended amount of time, this limit prevents
/// having a sudden, huge advance all at once. This also indirectly limits
/// the maximum number of fixed update steps that can run in a single
/// update.
///
/// The default value is 250 milliseconds. If you want to disable this
/// feature, set the value to [`Duration::MAX`].
///
/// # Panics
///
/// Panics if `max_delta` is zero.
#[inline]
pub fn set_max_delta(&mut self, max_delta: Duration) {
assert_ne!(max_delta, Duration::ZERO, "tried to set max delta to zero");
self.context_mut().max_delta = max_delta;
}
/// Returns the speed the clock advances relative to your system clock, as [`f32`].
/// This is known as "time scaling" or "time dilation" in other engines.
#[inline]
pub fn relative_speed(&self) -> f32 {
self.relative_speed_f64() as f32
}
/// Returns the speed the clock advances relative to your system clock, as [`f64`].
/// This is known as "time scaling" or "time dilation" in other engines.
#[inline]
pub fn relative_speed_f64(&self) -> f64 {
self.context().relative_speed
}
/// Returns the speed the clock advanced relative to your system clock in
/// this update, as [`f32`].
///
/// Returns `0.0` if the game was paused or what the `relative_speed` value
/// was at the start of this update.
#[inline]
pub fn effective_speed(&self) -> f32 {
self.context().effective_speed as f32
}
/// Returns the speed the clock advanced relative to your system clock in
/// this update, as [`f64`].
///
/// Returns `0.0` if the game was paused or what the `relative_speed` value
/// was at the start of this update.
#[inline]
pub fn effective_speed_f64(&self) -> f64 {
self.context().effective_speed
}
/// Sets the speed the clock advances relative to your system clock, given as an [`f32`].
///
/// For example, setting this to `2.0` will make the clock advance twice as fast as your system
/// clock.
///
/// # Panics
///
/// Panics if `ratio` is negative or not finite.
#[inline]
pub fn set_relative_speed(&mut self, ratio: f32) {
self.set_relative_speed_f64(ratio as f64);
}
/// Sets the speed the clock advances relative to your system clock, given as an [`f64`].
///
/// For example, setting this to `2.0` will make the clock advance twice as fast as your system
/// clock.
///
/// # Panics
///
/// Panics if `ratio` is negative or not finite.
#[inline]
pub fn set_relative_speed_f64(&mut self, ratio: f64) {
assert!(ratio.is_finite(), "tried to go infinitely fast");
assert!(ratio >= 0.0, "tried to go back in time");
self.context_mut().relative_speed = ratio;
}
/// Stops the clock, preventing it from advancing until resumed.
#[inline]
pub fn pause(&mut self) {
self.context_mut().paused = true;
}
/// Resumes the clock if paused.
#[inline]
pub fn unpause(&mut self) {
self.context_mut().paused = false;
}
/// Returns `true` if the clock is currently paused.
#[inline]
pub fn is_paused(&self) -> bool {
self.context().paused
}
/// Returns `true` if the clock was paused at the start of this update.
#[inline]
pub fn was_paused(&self) -> bool {
self.context().effective_speed == 0.0
}
/// Updates the elapsed duration of `self` by `raw_delta`, up to the `max_delta`.
fn advance_with_raw_delta(&mut self, raw_delta: Duration) {
let max_delta = self.context().max_delta;
let clamped_delta = if raw_delta > max_delta {
debug!(
"delta time larger than maximum delta, clamping delta to {:?} and skipping {:?}",
max_delta,
raw_delta - max_delta
);
max_delta
} else {
raw_delta
};
let effective_speed = if self.context().paused {
0.0
} else {
self.context().relative_speed
};
let delta = if effective_speed != 1.0 {
clamped_delta.mul_f64(effective_speed)
} else {
// avoid rounding when at normal speed
clamped_delta
};
self.context_mut().effective_speed = effective_speed;
self.advance_by(delta);
}
}
impl Default for Virtual {
fn default() -> Self {
Self {
max_delta: Time::<Virtual>::DEFAULT_MAX_DELTA,
paused: false,
relative_speed: 1.0,
effective_speed: 1.0,
}
}
}
/// Advances [`Time<Virtual>`] and [`Time`] based on the elapsed [`Time<Real>`].
///
/// The virtual time will be advanced up to the provided [`Time::max_delta`].
pub fn update_virtual_time(current: &mut Time, virt: &mut Time<Virtual>, real: &Time<Real>) {
let raw_delta = real.delta();
virt.advance_with_raw_delta(raw_delta);
*current = virt.as_generic();
}
#[cfg(test)]
mod test {
use super::*;
#[test]
fn test_default() {
let time = Time::<Virtual>::default();
assert!(!time.is_paused()); // false
assert_eq!(time.relative_speed(), 1.0);
assert_eq!(time.max_delta(), Time::<Virtual>::DEFAULT_MAX_DELTA);
assert_eq!(time.delta(), Duration::ZERO);
assert_eq!(time.elapsed(), Duration::ZERO);
}
#[test]
fn test_advance() {
let mut time = Time::<Virtual>::default();
time.advance_with_raw_delta(Duration::from_millis(125));
assert_eq!(time.delta(), Duration::from_millis(125));
assert_eq!(time.elapsed(), Duration::from_millis(125));
time.advance_with_raw_delta(Duration::from_millis(125));
assert_eq!(time.delta(), Duration::from_millis(125));
assert_eq!(time.elapsed(), Duration::from_millis(250));
time.advance_with_raw_delta(Duration::from_millis(125));
assert_eq!(time.delta(), Duration::from_millis(125));
assert_eq!(time.elapsed(), Duration::from_millis(375));
time.advance_with_raw_delta(Duration::from_millis(125));
assert_eq!(time.delta(), Duration::from_millis(125));
assert_eq!(time.elapsed(), Duration::from_millis(500));
}
#[test]
fn test_relative_speed() {
let mut time = Time::<Virtual>::default();
time.advance_with_raw_delta(Duration::from_millis(250));
assert_eq!(time.relative_speed(), 1.0);
assert_eq!(time.effective_speed(), 1.0);
assert_eq!(time.delta(), Duration::from_millis(250));
assert_eq!(time.elapsed(), Duration::from_millis(250));
time.set_relative_speed_f64(2.0);
assert_eq!(time.relative_speed(), 2.0);
assert_eq!(time.effective_speed(), 1.0);
time.advance_with_raw_delta(Duration::from_millis(250));
assert_eq!(time.relative_speed(), 2.0);
assert_eq!(time.effective_speed(), 2.0);
assert_eq!(time.delta(), Duration::from_millis(500));
assert_eq!(time.elapsed(), Duration::from_millis(750));
time.set_relative_speed_f64(0.5);
assert_eq!(time.relative_speed(), 0.5);
assert_eq!(time.effective_speed(), 2.0);
time.advance_with_raw_delta(Duration::from_millis(250));
assert_eq!(time.relative_speed(), 0.5);
assert_eq!(time.effective_speed(), 0.5);
assert_eq!(time.delta(), Duration::from_millis(125));
assert_eq!(time.elapsed(), Duration::from_millis(875));
}
#[test]
fn test_pause() {
let mut time = Time::<Virtual>::default();
time.advance_with_raw_delta(Duration::from_millis(250));
assert!(!time.is_paused()); // false
assert!(!time.was_paused()); // false
assert_eq!(time.relative_speed(), 1.0);
assert_eq!(time.effective_speed(), 1.0);
assert_eq!(time.delta(), Duration::from_millis(250));
assert_eq!(time.elapsed(), Duration::from_millis(250));
time.pause();
assert!(time.is_paused()); // true
assert!(!time.was_paused()); // false
assert_eq!(time.relative_speed(), 1.0);
assert_eq!(time.effective_speed(), 1.0);
time.advance_with_raw_delta(Duration::from_millis(250));
assert!(time.is_paused()); // true
assert!(time.was_paused()); // true
assert_eq!(time.relative_speed(), 1.0);
assert_eq!(time.effective_speed(), 0.0);
assert_eq!(time.delta(), Duration::ZERO);
assert_eq!(time.elapsed(), Duration::from_millis(250));
time.unpause();
assert!(!time.is_paused()); // false
assert!(time.was_paused()); // true
assert_eq!(time.relative_speed(), 1.0);
assert_eq!(time.effective_speed(), 0.0);
time.advance_with_raw_delta(Duration::from_millis(250));
assert!(!time.is_paused()); // false
assert!(!time.was_paused()); // false
assert_eq!(time.relative_speed(), 1.0);
assert_eq!(time.effective_speed(), 1.0);
assert_eq!(time.delta(), Duration::from_millis(250));
assert_eq!(time.elapsed(), Duration::from_millis(500));
}
#[test]
fn test_max_delta() {
let mut time = Time::<Virtual>::default();
time.set_max_delta(Duration::from_millis(500));
time.advance_with_raw_delta(Duration::from_millis(250));
assert_eq!(time.delta(), Duration::from_millis(250));
assert_eq!(time.elapsed(), Duration::from_millis(250));
time.advance_with_raw_delta(Duration::from_millis(500));
assert_eq!(time.delta(), Duration::from_millis(500));
assert_eq!(time.elapsed(), Duration::from_millis(750));
time.advance_with_raw_delta(Duration::from_millis(750));
assert_eq!(time.delta(), Duration::from_millis(500));
assert_eq!(time.elapsed(), Duration::from_millis(1250));
time.set_max_delta(Duration::from_secs(1));
assert_eq!(time.max_delta(), Duration::from_secs(1));
time.advance_with_raw_delta(Duration::from_millis(750));
assert_eq!(time.delta(), Duration::from_millis(750));
assert_eq!(time.elapsed(), Duration::from_millis(2000));
time.advance_with_raw_delta(Duration::from_millis(1250));
assert_eq!(time.delta(), Duration::from_millis(1000));
assert_eq!(time.elapsed(), Duration::from_millis(3000));
}
}