Commit Graph
88 Commits
Author SHA1 Message Date
Goober5000 9b337b714b take a new snapshot when time compression is updated 2023-04-17 12:10:56 -04:00
Goober5000 051d85d05c fix time compression with snapshotted timestamps
Because time compression adjusts the raw timestamp to be 0, it must use the exact value, not the snapshotted value, or the mission time will be slightly off.  So this commit fixes that problem, as well as making sure that changes in time compression always occur at the start of a frame.
2023-04-16 22:19:57 -04:00
Goober5000 b487969e5f use constant 2023-04-16 14:27:59 -04:00
Goober5000 9c5b4dfb49 synchronize simulation timestamps across the entire frame
Prior to the timer upgrade, all simulation timestamps shared identical timer and timestamp values for the duration of the frame, since they were only updated within the `game_set_frametime` function.  Since the timer upgrade depends on the system clock, timestamps evaluated near the end of the frame will be very slightly later than timestamps evaluated near the beginning of the frame.  It is desirable to keep them all in sync.

This PR tweaks the timestamp system to take a snapshot at the beginning of the frame, then use that snapshot for the entire duration of the frame.  This only affects simulation timestamps; real-time timestamps still use the live timer.
2023-04-15 22:17:23 -04:00
wookieejedi 2a492e00c2 Revert "synchronize simulation timestamps across the entire frame" (#5287)
* Revert "synchronize simulation timestamps across the entire frame"

* try a proper fix instead of revert

* make sure nothing is reverted

* and back to full revert
2023-03-27 09:59:23 -04:00
Goober5000 6f7c949e16 Merge pull request #5267 from Goober5000/event_timestamp_check_fix
fix an edge case in is-event-true-delay and related sexps
2023-03-20 11:04:32 -04:00
Goober5000 eed50619ca fix an edge case in is-event-true-delay and related sexps
Originally the check for event delay was this:
```
if ( (fix) Mission_events[i].timestamp + delay >= Missiontime )
    return SEXP_FALSE;
```
This returns false even when the mission time is equal to the timestamp.  Therefore the timestamp check needs to use >, not >=.

Thanks to Durandal and ShivanSpS for helping to track this down.
2023-03-17 15:00:06 -04:00
Goober5000 685f641696 synchronize simulation timestamps across the entire frame
Prior to the timer upgrade, all simulation timestamps shared identical timer and timestamp values for the duration of the frame, since they were only updated within the `game_set_frametime` function.  Since the timer upgrade depends on the system clock, timestamps evaluated near the end of the frame will be very slightly later than timestamps evaluated near the beginning of the frame.  It is desirable to keep them all in sync.

This PR tweaks the timestamp system to take a snapshot at the beginning of the frame, then use that snapshot for the entire duration of the frame.  This only affects simulation timestamps; real-time timestamps still use the live timer.
2023-03-17 14:14:55 -04:00
Goober5000 22782333c9 by default, start texture animation at the beginning of a mission
For all POFs that use animated textures, if no starting timestamp is specified, assume animation started at the beginning of the mission.  This fixes a bug reported in Starfox: Event Horizon where weapon POF animated textures stopped animating after the texture timestamp upgrade.
2022-11-16 22:50:04 -05:00
John FernandezandTaylor Richards 206ca742ab Further Fixes from Taylor
These fix up the in-game confirm packet and help sync client and server through a few timing fixes.

Co-Authored-By: Taylor Richards <[email protected]>
2022-11-14 10:30:28 -05:00
Goober5000 a86074e3cd fix timestamp_in_between functions
Fix the comparison and add documentation to the compare functions.
2022-11-01 01:10:59 -04:00
Goober5000 6c7c093729 some more timestamps 2022-08-29 10:42:03 -04:00
Goober5000 ab7a1d8fd7 some fixes for playing movies via script
The movie player code was missing some important functionality, in particular:
1) There was only one timing method to get real-time elapsed time, which was not suitable for pausing or time compression
2) There was an improper cast for the FPS property, causing a script error
3) The `getSeconds` method lost precision during casting

This patches those deficiencies.
2022-07-12 23:35:27 -04:00
John Fernandez 6e9745c671 Use correct function for regular stamp 2022-06-02 14:12:49 -04:00
John Fernandez 43b89d29b6 Add overload for timestamp_elapsed_safe
Why?  Cause multi
2022-06-02 11:34:52 -04:00
JohnAFernandez 0bbd099853 Add timestamp get delta (#4334)
* Add timestamp get delta

For returning the delta between two timestamps, as a counterpart to timestamp_delta.
2022-06-02 09:35:52 -04:00
Goober5000 5b44ea6a34 augment Assertion messages 2022-05-30 15:06:41 -04:00
Goober5000 7780cf4617 timestamp comparisons
Add methods to compare timestamps, as well as methods to calculate deltas from existing timestamps.

Follow-up to #4286.
2022-05-28 17:13:24 -04:00
Goober5000 62cacb3f08 address feedback 2022-05-28 14:41:20 -04:00
Goober5000 e473ff011c add timestamp_since
Add `timestamp_since()` and modify a few places that use `timestamp_until()`.
2022-05-18 22:24:20 -04:00
Taylor Richards df6cf572ac convert multi timestamp()'s to ui_timestamp() where appropriate
A bit overkill for some of this but just covering the bases.

 * fix issues with in-game join
 * fix multi messaging and multi pause screen
 * make sure maintenance stuff (pings, voice, file xfer, etc.) isn't
   affected by pausing or time compression
2022-05-17 07:50:50 -04:00
Goober5000 2f23a794fb use the proper time for the newly added timestamps
The new timestamps should use the timestamp ticker, which accounts for pauses and time compression, not the standard timer, which measures absolute elapsed time.  This fixes the bug reported on Discord where the supernova timer did not pause when the game was paused.
2022-05-08 22:58:47 -04:00
Goober5000 4933906d18 upgrade supernova timestamps
This adds a type-safe TIMESTAMP, similar to UI_TIMESTAMP.  Eventually all of the FSO codebase will be switched over to this new type.  In the meantime, just the supernova code is switched over.
2022-04-09 13:23:03 -04:00
Goober5000 c6d87b0626 there is now no longer a need to keep timestamps running during briefing, so keep them paused until the mission starts 2022-02-12 19:34:01 -05:00
Goober5000 0c8cfd160b improve the UI_TIMESTAMP type a bit 2022-02-12 19:34:01 -05:00
Goober5000 8e2e825204 add UI_TIMESTAMP type and switch some timestamps to use it 2022-02-12 19:01:15 -05:00
Goober5000 7058993a2b fix arrival delays and other mission time wonkiness
The `Timestamp_microseconds_at_mission_start` variable should not, in fact, be adjusted when the timer counter variables are adjusted.

Fixes #3946.
2022-01-22 18:46:35 -05:00
Goober5000 f96ea31253 the variable should be nonzero by the time we get to mission stuff, but best to handle it anyway 2022-01-21 09:48:50 -05:00
Goober5000 a1bc06aeeb accommodate elapsed time during debugging
If a breakpoint is hit in the code, the SDL time will keep running even though FSO doesn't realize things are effectively, if not actually, paused.  Detect this situation and adjust the timestamp offset to compensate.
2022-01-20 21:13:52 -05:00
Goober5000 4ee84b71d7 refactor some names 2022-01-17 19:03:23 -05:00
Goober5000 9c7a9a1c20 patch a hole in the pausing and make sure timer pause/unpause is always called 2022-01-16 15:24:43 -05:00
Goober5000 73a408043b time compression now works 2022-01-16 15:24:43 -05:00
Goober5000 18f4f490d0 time compression outline, static casts 2022-01-16 15:24:43 -05:00
Goober5000 cf6a460422 move some stuff around 2022-01-16 15:24:43 -05:00
Goober5000 00de4c3e7e timestamps should be running just about all the time 2022-01-16 15:24:43 -05:00
Goober5000 a1dadb1c0b small refactor 2022-01-16 15:24:43 -05:00
Goober5000 8e33644a8f since we used to fast-forward at the rate of 1/4 second per frame, simulate the same thing with the timer 2022-01-16 15:20:57 -05:00
Goober5000 88f4163ae3 always give the game priority when starting/stopping time 2022-01-16 15:20:57 -05:00
Goober5000 1b51225c51 convert the FSO timestamp system to use SDL time
Previously, the game used a dead-reckoning system for measuring time, where several time counters were incremented as long as time was running.  This unfortunately has no way to synchronize time in the long term, and therefore in-game time will tend to run faster or slower than real time by a few percent, depending on various factors.

This PR redesigns the timestamp system to use the SDL time counter which will always keep it in sync with real time.  However this necessarily involves a bit of clever handling when the game is paused and unpaused.  It also revealed several minor bugs in several places in the code where timestamps were handled.

This PR is currently in draft status until the design can be updated to handle time compression.  In all other respects it should be working.
2022-01-16 15:20:57 -05:00
Goober5000 009abe22fe fix comment 2022-01-02 01:03:52 -05:00
Goober5000 93757bcc61 replace Int3() with UNREACHABLE 2022-01-02 01:03:52 -05:00
JohnAFernandez 186fe51344 Object update packet upgrade (#2752)
* Object Update Refactor

    1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
    2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
    3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
    4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
    5. Better handles out of order packets (but can still use their information if recent enough!)
    6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
    7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
    8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.

* Fix edge case crash and Incorporate feedback

* Clean Up Interpolate Angles Quick

* Restrain the client

* How was this still here???

* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define

* Fix Way to Store Return Values

* Ok travis, we get it

* Ok travis.........
2020-10-08 15:29:06 -04:00
asarium 0b4ca71eba Enable modernize-deprecated-headers 2018-04-25 11:12:41 +02:00
asarium 15af2bb1a2 Fix standalone timer overflow
If FSO runs for a very long time (5 hours to be exact) then the SDL
performance counter reaches a value so hight that rescaling it to
microseconds causes an overflow which is bad.

This fixes that by implementing the rescaling by computing the factor in
the timer initialization code and then multiplying the SDL time with
that. This uses the same principle as the changes done by @TheMatthew in #1082.

According to the tests done by @chief1983, this fixes #1237.
2017-02-18 16:54:58 +01:00
asarium 0ba4e49106 Fix signed/unsigned warnings 2016-12-14 11:12:25 +01:00
Matthew Khouzam b5b4a88775 timer: Increase precision of timer as well as reducing potential of overflows.
This creates a factor that is used to multiply the timestamp. It will
overflow less, (once every 300 years or so) and not lose as much precision
as the previous implementation.

The performance is slightly improved, there are no more branches and one
floating point multiply.

Note: this relies on long double having a 64 bit mantissa. This is the
case on x86 Windows, Linux, and Mac OS. However, it is unconfirmed to
work on other architechtures.

Signed-off-by: Matthew Khouzam <[email protected]>
2016-12-04 05:44:02 -05:00
asarium d64196eff0 Refactor tracing subsystem
The new design is centered around the Event Trace JSON format but it
should still be possible to adapt it for other profiling tools. The old
profiling system has been removed.
2016-11-24 10:26:21 +01:00
asarium eda4cdffa7 Fix timestamp overflow check 2016-10-17 09:16:01 +02:00
asarium acbac94685 Add GPU time tracing
This also adds nanosecond precision tracing for normal CPU events
2016-09-14 12:26:53 +02:00
asarium baf7746986 Rename high res timer function to timer_get_microseconds 2016-08-31 14:32:53 +02:00