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tobspr_shapez.io/src/js/game/time/game_time.js

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/* typehints:start */
import { GameRoot } from "../root";
/* typehints:end */
import { types, BasicSerializableObject } from "../../savegame/serialization";
import { RegularGameSpeed } from "./regular_game_speed";
import { BaseGameSpeed } from "./base_game_speed";
import { PausedGameSpeed } from "./paused_game_speed";
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import { performanceNow, Math_max } from "../../core/builtins";
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import { FastForwardGameSpeed } from "./fast_forward_game_speed";
import { gGameSpeedRegistry } from "../../core/global_registries";
import { globalConfig } from "../../core/config";
import { checkTimerExpired, quantizeFloat } from "../../core/utils";
import { createLogger } from "../../core/logging";
const logger = createLogger("game_time");
export class GameTime extends BasicSerializableObject {
/**
* @param {GameRoot} root
*/
constructor(root) {
super();
this.root = root;
// Current ingame time seconds, not incremented while paused
this.timeSeconds = 0;
// Current "realtime", a timer which always is incremented no matter whether the game is paused or no
this.realtimeSeconds = 0;
// The adjustment, used when loading savegames so we can continue where we were
this.realtimeAdjust = 0;
/** @type {BaseGameSpeed} */
this.speed = new RegularGameSpeed(this.root);
// Store how much time we have in bucket
this.logicTimeBudget = 0;
if (G_IS_DEV) {
window.addEventListener("keydown", ev => {
if (ev.key === "p") {
this.requestSpeedToggle();
}
});
}
}
static getId() {
return "GameTime";
}
static getSchema() {
return {
timeSeconds: types.float,
speed: types.obj(gGameSpeedRegistry),
realtimeSeconds: types.float,
};
}
/**
* Fetches the new "real" time, called from the core once per frame, since performance now() is kinda slow
*/
updateRealtimeNow() {
this.realtimeSeconds = performanceNow() / 1000.0 + this.realtimeAdjust;
}
/**
* Returns the ingame time in milliseconds
*/
getTimeMs() {
return this.timeSeconds * 1000.0;
}
/**
* Safe check to check if a timer is expired. quantizes numbers
* @param {number} lastTick Last tick of the timer
* @param {number} tickRateSeconds Interval of the timer in seconds
*/
isIngameTimerExpired(lastTick, tickRateSeconds) {
return checkTimerExpired(this.timeSeconds, lastTick, tickRateSeconds);
}
/**
* Returns how many seconds we are in the grace period
* @returns {number}
*/
getRemainingGracePeriodSeconds() {
return 0;
}
/**
* Returns if we are currently in the grace period
* @returns {boolean}
*/
getIsWithinGracePeriod() {
return this.getRemainingGracePeriodSeconds() > 0;
}
/**
* Internal method to generate new logic time budget
* @param {number} deltaMs
*/
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internalAddDeltaToBudget(deltaMs) {
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// Only update if game is supposed to update
if (this.root.hud.shouldPauseGame()) {
this.logicTimeBudget = 0;
} else {
const multiplier = this.getSpeed().getTimeMultiplier();
this.logicTimeBudget += deltaMs * multiplier;
}
// Check for too big pile of updates -> reduce it to 1
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const maxLogicSteps = Math_max(
3,
(this.speed.getMaxLogicStepsInQueue() * this.root.dynamicTickrate.currentTickRate) / 60
);
if (this.logicTimeBudget > this.root.dynamicTickrate.deltaMs * maxLogicSteps) {
// logger.warn("Skipping logic time steps since more than", maxLogicSteps, "are in queue");
this.logicTimeBudget = this.root.dynamicTickrate.deltaMs * maxLogicSteps;
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}
}
/**
* Performs update ticks based on the queued logic budget
* @param {number} deltaMs
* @param {function():boolean} updateMethod
*/
performTicks(deltaMs, updateMethod) {
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this.internalAddDeltaToBudget(deltaMs);
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const speedAtStart = this.root.time.getSpeed();
// Update physics & logic
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while (this.logicTimeBudget >= this.root.dynamicTickrate.deltaMs) {
this.logicTimeBudget -= this.root.dynamicTickrate.deltaMs;
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if (!updateMethod()) {
// Gameover happened or so, do not update anymore
return;
}
// Step game time
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this.timeSeconds = quantizeFloat(this.timeSeconds + this.root.dynamicTickrate.deltaSeconds);
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// Game time speed changed, need to abort since our logic steps are no longer valid
if (speedAtStart.getId() !== this.speed.getId()) {
logger.warn(
"Skipping update because speed changed from",
speedAtStart.getId(),
"to",
this.speed.getId()
);
break;
}
// If we queued async tasks, perform them next frame and do not update anymore
if (this.root.hud.parts.processingOverlay.hasTasks()) {
break;
}
}
}
/**
* Returns ingame time in seconds
* @returns {number} seconds
*/
now() {
return this.timeSeconds;
}
/**
* Returns "real" time in seconds
* @returns {number} seconds
*/
realtimeNow() {
return this.realtimeSeconds;
}
/**
* Returns "real" time in seconds
* @returns {number} seconds
*/
systemNow() {
return (this.realtimeSeconds - this.realtimeAdjust) * 1000.0;
}
getIsPaused() {
return this.speed.getId() === PausedGameSpeed.getId();
}
requestSpeedToggle() {
logger.warn("Request speed toggle");
switch (this.speed.getId()) {
case PausedGameSpeed.getId():
this.setSpeed(new RegularGameSpeed(this.root));
break;
case RegularGameSpeed.getId():
this.setSpeed(new PausedGameSpeed(this.root));
break;
case FastForwardGameSpeed.getId():
this.setSpeed(new RegularGameSpeed(this.root));
break;
}
}
getSpeed() {
return this.speed;
}
setSpeed(speed) {
assert(speed instanceof BaseGameSpeed, "Not a valid game speed");
if (this.speed.getId() === speed.getId()) {
logger.warn("Same speed set than current one:", speed.constructor.getId());
}
this.speed = speed;
}
deserialize(data) {
const errorCode = super.deserialize(data);
if (errorCode) {
return errorCode;
}
// Adjust realtime now difference so they match
this.realtimeAdjust = this.realtimeSeconds - performanceNow() / 1000.0;
this.updateRealtimeNow();
// Make sure we have a quantizied time
this.timeSeconds = quantizeFloat(this.timeSeconds);
this.speed.initializeAfterDeserialize(this.root);
}
}