2020-08-30 13:31:53 +00:00
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import { GameRoot } from "./root";
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import { createLogger } from "../core/logging";
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import { globalConfig } from "../core/config";
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const logger = createLogger("dynamic_tickrate");
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const fpsAccumulationTime = 1000;
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export class DynamicTickrate {
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/**
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*
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* @param {GameRoot} root
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*/
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constructor(root) {
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this.root = root;
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this.currentTickStart = null;
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this.capturedTicks = [];
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this.averageTickDuration = 0;
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this.accumulatedFps = 0;
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this.accumulatedFpsLastUpdate = 0;
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this.averageFps = 60;
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Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
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const fixedRate = this.root.gameMode.getFixedTickrate();
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if (fixedRate) {
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logger.log("Setting fixed tickrate of", fixedRate);
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this.setTickRate(fixedRate);
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} else {
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this.setTickRate(this.root.app.settings.getDesiredFps());
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if (G_IS_DEV && globalConfig.debug.renderForTrailer) {
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this.setTickRate(300);
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}
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2020-08-30 13:31:53 +00:00
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}
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}
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onFrameRendered() {
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++this.accumulatedFps;
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const now = performance.now();
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const timeDuration = now - this.accumulatedFpsLastUpdate;
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if (timeDuration > fpsAccumulationTime) {
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const avgFps = (this.accumulatedFps / fpsAccumulationTime) * 1000;
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this.averageFps = avgFps;
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this.accumulatedFps = 0;
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this.accumulatedFpsLastUpdate = now;
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}
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}
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/**
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* Sets the tick rate to N updates per second
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* @param {number} rate
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*/
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setTickRate(rate) {
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logger.log("Applying tick-rate of", rate);
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this.currentTickRate = rate;
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this.deltaMs = 1000.0 / this.currentTickRate;
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this.deltaSeconds = 1.0 / this.currentTickRate;
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}
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/**
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* Increases the tick rate marginally
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*/
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increaseTickRate() {
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if (G_IS_DEV && globalConfig.debug.renderForTrailer) {
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return;
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}
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const desiredFps = this.root.app.settings.getDesiredFps();
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this.setTickRate(Math.round(Math.min(desiredFps, this.currentTickRate * 1.2)));
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}
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/**
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* Decreases the tick rate marginally
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*/
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decreaseTickRate() {
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if (G_IS_DEV && globalConfig.debug.renderForTrailer) {
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return;
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}
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const desiredFps = this.root.app.settings.getDesiredFps();
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this.setTickRate(Math.round(Math.max(desiredFps / 2, this.currentTickRate * 0.8)));
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}
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/**
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* Call whenever a tick began
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*/
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beginTick() {
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assert(this.currentTickStart === null, "BeginTick called twice");
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this.currentTickStart = performance.now();
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if (this.capturedTicks.length > this.currentTickRate * 2) {
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// Take only a portion of the ticks
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this.capturedTicks.sort();
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this.capturedTicks.splice(0, 10);
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this.capturedTicks.splice(this.capturedTicks.length - 11, 10);
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let average = 0;
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for (let i = 0; i < this.capturedTicks.length; ++i) {
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average += this.capturedTicks[i];
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}
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average /= this.capturedTicks.length;
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this.averageTickDuration = average;
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Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
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// Disabled for now: Dynamically adjusting tick rate
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2020-08-30 13:31:53 +00:00
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// if (this.averageFps > desiredFps * 0.9) {
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// // if (average < maxTickDuration) {
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// this.increaseTickRate();
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// } else if (this.averageFps < desiredFps * 0.7) {
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// this.decreaseTickRate();
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// }
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this.capturedTicks = [];
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}
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}
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/**
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* Call whenever a tick ended
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*/
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endTick() {
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assert(this.currentTickStart !== null, "EndTick called without BeginTick");
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const duration = performance.now() - this.currentTickStart;
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this.capturedTicks.push(duration);
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this.currentTickStart = null;
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}
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}
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