Replace Display.sync(int fps) with an even better implementation, special thanks to Riven.
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@ -79,18 +79,6 @@ public final class Display {
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/** The current display mode, if created */
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private static DisplayMode current_mode;
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/** time at last sync() */
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private static long lastTime;
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/** Whether the sync() method has been initiated */
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private static boolean syncInitiated;
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/** whether to disable adaptive yield time in sync() method */
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private static boolean adaptiveTimeDisabled;
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/** adaptive time to yield instead of sleeping in sync()*/
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private static long adaptiveYieldTime;
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/** X coordinate of the window */
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private static int x = -1;
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@ -411,97 +399,15 @@ public final class Display {
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}
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/**
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* An accurate sync method that adapts automatically
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* to the system it runs on to provide reliable results.
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* An accurate sync method that will attempt to run an application loop
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* at a constant frame rate.
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*
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* @param fps The desired frame rate, in frames per second
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* It should be called once every frame.
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*
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* @param fps - the desired frame rate, in frames per second
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*/
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public static void sync(int fps) {
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if (fps <= 0) return;
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if (!syncInitiated) initiateSyncTimer();
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long sleepTime = 1000000000 / fps; // nanoseconds to sleep this frame
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// adaptiveYieldTime + remainder micro & nano seconds if smaller than sleepTime
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long yieldTime = adaptiveTimeDisabled ? 0 : Math.min(sleepTime, adaptiveYieldTime + sleepTime % (1000*1000));
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long overSleep = 0; // time the sync goes over by
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try {
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while (true) {
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long t = getTime() - lastTime;
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if (t < sleepTime - yieldTime) {
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Thread.sleep(1);
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}
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else if (t < sleepTime) {
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// burn the last few CPU cycles to ensure accuracy
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Thread.yield();
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}
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else {
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overSleep = t - sleepTime;
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break; // exit while loop
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}
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}
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} catch (InterruptedException e) {}
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lastTime = getTime() - Math.min(overSleep, sleepTime);
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if (!adaptiveTimeDisabled) {
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// auto tune the amount of time to yield
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if (overSleep > adaptiveYieldTime) {
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// increase by 200 microseconds (1/5 a ms)
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adaptiveYieldTime = Math.min(adaptiveYieldTime + 200*1000, sleepTime);
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}
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else if (overSleep < adaptiveYieldTime - 2*1000*1000) {
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// fast decrease by 50 microseconds for large under sleeps
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adaptiveYieldTime = Math.max(adaptiveYieldTime - 50*1000, 0);
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}
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else if (overSleep < adaptiveYieldTime - 200*1000) {
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// slower but finer decrease by 2 microseconds
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adaptiveYieldTime = Math.max(adaptiveYieldTime - 2*1000, 0);
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}
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}
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}
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/**
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* Get System Nano Time
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* @return will return the current time in nano's
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*/
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private static long getTime() {
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return (Sys.getTime() * 1000000000) / Sys.getTimerResolution();
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}
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/**
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* Initialise the sync(fps) method.
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*/
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private static void initiateSyncTimer() {
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syncInitiated = true;
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lastTime = getTime();
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String osName = System.getProperty("os.name");
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if (osName.startsWith("Mac") || osName.startsWith("Darwin")) {
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// disabled on mac as it uses too much cpu, besides
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// Thread.sleep is pretty accurate on mac by default
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adaptiveTimeDisabled = true;
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return;
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}
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if (osName.startsWith("Win")) {
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// On windows the sleep functions can be highly inaccurate by
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// over 10ms making in unusable. However it can be forced to
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// be a bit more accurate by running a separate sleeping daemon
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// thread.
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Thread timerAccuracyThread = new Thread(new Runnable() {
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public void run() {
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try {
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Thread.sleep(Long.MAX_VALUE);
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} catch (Exception e) {}
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}
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});
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timerAccuracyThread.setDaemon(true);
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timerAccuracyThread.start();
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}
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Sync.sync(fps);
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}
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/** @return the title of the window */
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@ -0,0 +1,176 @@
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/*
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* Copyright (c) 2002-2012 LWJGL Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'LWJGL' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.lwjgl.opengl;
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import org.lwjgl.Sys;
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/**
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* A highly accurate sync method that continually adapts to the system
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* it runs on to provide reliable results.
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*
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* @author Riven
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* @author kappaOne
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*/
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class Sync {
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/** number of nano seconds in a second */
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private static final long NANOS_IN_SECOND = 1000L * 1000L * 1000L;
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/** The time to sleep/yield until the next frame */
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private static long nextFrame = 0;
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/** whether the initialisation code has run */
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private static boolean initialised = false;
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/** stored results of how long sleep/yields took to calculate averages */
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private static RunningAvg sleepDurations = new RunningAvg(10);
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private static RunningAvg yieldDurations = new RunningAvg(10);
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/**
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* An accurate sync method that will attempt to run an application loop
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* at a constant frame rate.
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*
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* It should be called once every frame.
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*
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* @param fps - the desired frame rate, in frames per second
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*/
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public static void sync(int fps) {
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if (fps <= 0) return;
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if (!initialised) initialise();
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try {
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// sleep until the average sleep time is greater than the time remaining till nextFrame
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for (long t0 = getTime(), t1; (nextFrame - t0) > sleepDurations.avg(); t0 = t1) {
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Thread.sleep(1);
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sleepDurations.add((t1 = getTime()) - t0); // update average sleep time
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}
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// slowly dampen sleep average if too high to avoid over yielding
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sleepDurations.dampenForLowResTicker();
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// yield until the average yield time is greater than the time remaining till nextFrame
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for (long t0 = getTime(), t1; (nextFrame - t0) > yieldDurations.avg(); t0 = t1) {
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Thread.yield();
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yieldDurations.add((t1 = getTime()) - t0); // update average yield time
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}
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} catch (InterruptedException e) {
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}
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// schedule next frame, drop frame(s) if already too late for next frame
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nextFrame = Math.max(nextFrame + NANOS_IN_SECOND / fps, getTime());
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}
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/**
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* This method will initialise the sync method by setting initial
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* values for sleepDurations/yieldDurations and nextFrame variables.
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*
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* If running windows on windows it will start the sleep timer fix.
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*/
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private static void initialise() {
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initialised = true;
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sleepDurations.init(1000 * 1000);
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yieldDurations.init((int) (-(getTime() - getTime()) * 1.333));
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nextFrame = getTime();
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String osName = System.getProperty("os.name");
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if (osName.startsWith("Win")) {
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// On windows the sleep functions can be highly inaccurate by
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// over 10ms making in unusable. However it can be forced to
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// be a bit more accurate by running a separate sleeping daemon
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// thread.
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Thread timerAccuracyThread = new Thread(new Runnable() {
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public void run() {
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try {
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Thread.sleep(Long.MAX_VALUE);
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} catch (Exception e) {}
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}
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});
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timerAccuracyThread.setDaemon(true);
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timerAccuracyThread.start();
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}
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}
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/**
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* Get the system time in nano seconds
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*
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* @return will return the current time in nano's
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*/
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private static long getTime() {
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return (Sys.getTime() * NANOS_IN_SECOND) / Sys.getTimerResolution();
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}
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private static class RunningAvg {
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private final long[] slots;
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private int offset;
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private static final long DAMPEN_THRESHOLD = 10 * 1000L * 1000L; // 10ms
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private static final float DAMPEN_FACTOR = 0.9f; // don't change: 0.9f is exactly right!
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public RunningAvg(int slotCount) {
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this.slots = new long[slotCount];
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this.offset = 0;
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}
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public void init(long value) {
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while (this.offset < this.slots.length) {
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this.slots[this.offset++] = value;
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}
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}
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public void add(long value) {
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this.slots[this.offset++ % this.slots.length] = value;
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this.offset %= this.slots.length;
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}
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public long avg() {
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long sum = 0;
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for (int i = 0; i < this.slots.length; i++) {
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sum += this.slots[i];
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}
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return sum / this.slots.length;
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}
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public void dampenForLowResTicker() {
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if (this.avg() > DAMPEN_THRESHOLD) {
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for (int i = 0; i < this.slots.length; i++) {
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this.slots[i] *= DAMPEN_FACTOR;
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}
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}
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}
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}
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}
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