263 lines
9.2 KiB
C#
263 lines
9.2 KiB
C#
using Nerfed.Runtime.Audio;
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using Nerfed.Runtime.Graphics;
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using SDL2;
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using System.Diagnostics;
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namespace Nerfed.Runtime;
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public static class Engine
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{
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public static TimeSpan MaxDeltaTime { get; set; } = TimeSpan.FromMilliseconds(100);
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public static bool VSync { get; set; }
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public static GraphicsDevice GraphicsDevice { get; private set; }
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public static AudioDevice AudioDevice { get; private set; }
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public static Window MainWindow { get; private set; }
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public static TimeSpan Timestep { get; private set; }
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private static bool quit;
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private static Stopwatch gameTimer;
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private static long previousTicks = 0;
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private static TimeSpan accumulatedUpdateTime = TimeSpan.Zero;
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private static TimeSpan accumulatedDrawTime = TimeSpan.Zero;
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// must be a power of 2 so we can do a bitmask optimization when checking worst case
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private const int previousSleepTimeCount = 128;
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private const int sleepTimeMask = previousSleepTimeCount - 1;
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private static readonly TimeSpan[] previousSleepTimes = new TimeSpan[previousSleepTimeCount];
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private static int sleepTimeIndex;
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private static TimeSpan worstCaseSleepPrecision = TimeSpan.FromMilliseconds(1);
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private static bool framerateCapped;
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private static TimeSpan framerateCapTimeSpan = TimeSpan.Zero;
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//TODO: These are temp
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private const int MaxFps = 300;
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private const int TargetTimestep = 60;
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private const int WindowWidth = 1280;
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private const int WindowHeight = 720;
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private const string WindowTitle = "Nerfed";
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//..
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private static Gui.Controller Controller;
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internal static void Run(string[] args)
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{
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Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
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gameTimer = Stopwatch.StartNew();
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SetFrameLimiter(new FrameLimiterSettings(FrameLimiterMode.Capped, MaxFps));
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for (int i = 0; i < previousSleepTimes.Length; i += 1)
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{
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previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
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}
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
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{
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throw new Exception("Failed to init SDL");
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}
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GraphicsDevice = new GraphicsDevice(BackendFlags.All);
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MainWindow = new Window(GraphicsDevice, new WindowCreateInfo(WindowTitle, WindowWidth, WindowHeight, ScreenMode.Windowed));
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if (!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox))
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{
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throw new Exception("Failed to claim window");
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}
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AudioDevice = new AudioDevice();
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Controller = new Gui.Controller(GraphicsDevice, MainWindow, Color.DarkOliveGreen);
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Controller.OnGui += () => {
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ImGuiNET.ImGui.ShowDemoWindow();
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};
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while (!quit)
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{
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Tick();
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}
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Controller.Dispose();
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GraphicsDevice.UnclaimWindow(MainWindow);
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MainWindow.Dispose();
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GraphicsDevice.Dispose();
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AudioDevice.Dispose();
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SDL.SDL_Quit();
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}
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/// <summary>
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/// Updates the frame limiter settings.
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/// </summary>
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public static void SetFrameLimiter(FrameLimiterSettings settings)
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{
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framerateCapped = settings.Mode == FrameLimiterMode.Capped;
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if (framerateCapped)
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{
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framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
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}
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else
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{
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framerateCapTimeSpan = TimeSpan.Zero;
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}
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}
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public static void Quit()
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{
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quit = true;
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}
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private static void Tick()
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{
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AdvanceElapsedTime();
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if (framerateCapped)
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{
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/* We want to wait until the framerate cap,
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* but we don't want to oversleep. Requesting repeated 1ms sleeps and
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* seeing how long we actually slept for lets us estimate the worst case
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* sleep precision so we don't oversleep the next frame.
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*/
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while (accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan)
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{
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Thread.Sleep(1);
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TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
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UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
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}
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/* Now that we have slept into the sleep precision threshold, we need to wait
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* for just a little bit longer until the target elapsed time has been reached.
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* SpinWait(1) works by pausing the thread for very short intervals, so it is
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* an efficient and time-accurate way to wait out the rest of the time.
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*/
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while (accumulatedDrawTime < framerateCapTimeSpan)
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{
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Thread.SpinWait(1);
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AdvanceElapsedTime();
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}
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}
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// Do not let any step take longer than our maximum.
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if (accumulatedUpdateTime > MaxDeltaTime)
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{
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accumulatedUpdateTime = MaxDeltaTime;
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}
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if (!quit)
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{
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while (accumulatedUpdateTime >= Timestep)
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{
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Keyboard.Update();
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Mouse.Update();
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GamePad.Update();
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ProcessSDLEvents();
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// Tick game here...
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Controller.Update((float)Timestep.TotalSeconds);
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AudioDevice.WakeThread();
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accumulatedUpdateTime -= Timestep;
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}
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double alpha = accumulatedUpdateTime / Timestep;
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// Render here..
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Controller.Render();
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accumulatedDrawTime -= framerateCapTimeSpan;
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}
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}
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private static TimeSpan AdvanceElapsedTime()
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{
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long currentTicks = gameTimer.Elapsed.Ticks;
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TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
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accumulatedUpdateTime += timeAdvanced;
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accumulatedDrawTime += timeAdvanced;
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previousTicks = currentTicks;
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return timeAdvanced;
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}
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private static void ProcessSDLEvents()
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{
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while (SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1)
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{
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switch (ev.type)
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{
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case SDL.SDL_EventType.SDL_QUIT:
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Quit();
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break;
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case SDL.SDL_EventType.SDL_TEXTINPUT:
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case SDL.SDL_EventType.SDL_KEYDOWN:
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case SDL.SDL_EventType.SDL_KEYUP:
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Keyboard.ProcessEvent(ref ev);
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break;
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case SDL.SDL_EventType.SDL_MOUSEBUTTONDOWN:
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case SDL.SDL_EventType.SDL_MOUSEBUTTONUP:
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case SDL.SDL_EventType.SDL_MOUSEWHEEL:
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case SDL.SDL_EventType.SDL_MOUSEMOTION:
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Mouse.ProcessEvent(ref ev);
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break;
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case SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED:
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case SDL.SDL_EventType.SDL_CONTROLLERDEVICEREMOVED:
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case SDL.SDL_EventType.SDL_CONTROLLERBUTTONDOWN:
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case SDL.SDL_EventType.SDL_CONTROLLERBUTTONUP:
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case SDL.SDL_EventType.SDL_CONTROLLERAXISMOTION:
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case SDL.SDL_EventType.SDL_CONTROLLERTOUCHPADDOWN:
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case SDL.SDL_EventType.SDL_CONTROLLERTOUCHPADUP:
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case SDL.SDL_EventType.SDL_CONTROLLERTOUCHPADMOTION:
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case SDL.SDL_EventType.SDL_CONTROLLERSENSORUPDATE:
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GamePad.ProcessEvent(ref ev);
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break;
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case SDL.SDL_EventType.SDL_WINDOWEVENT:
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Window.ProcessEvent(ref ev);
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break;
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}
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}
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}
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/* To calculate the sleep precision of the OS, we take the worst case
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* time spent sleeping over the results of previous requests to sleep 1ms.
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*/
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private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping)
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{
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/* It is unlikely that the scheduler will actually be more imprecise than
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* 4ms and we don't want to get wrecked by a single long sleep so we cap this
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* value at 4ms for sanity.
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*/
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TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
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if (timeSpentSleeping > upperTimeBound)
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{
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timeSpentSleeping = upperTimeBound;
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}
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/* We know the previous worst case - it's saved in worstCaseSleepPrecision.
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* We also know the current index. So the only way the worst case changes
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* is if we either 1) just got a new worst case, or 2) the worst case was
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* the oldest entry on the list.
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*/
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if (timeSpentSleeping >= worstCaseSleepPrecision)
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{
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worstCaseSleepPrecision = timeSpentSleeping;
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}
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else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision)
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{
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TimeSpan maxSleepTime = TimeSpan.MinValue;
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for (int i = 0; i < previousSleepTimes.Length; i++)
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{
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if (previousSleepTimes[i] > maxSleepTime)
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{
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maxSleepTime = previousSleepTimes[i];
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}
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}
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worstCaseSleepPrecision = maxSleepTime;
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}
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previousSleepTimes[sleepTimeIndex] = timeSpentSleeping;
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sleepTimeIndex = (sleepTimeIndex + 1) & sleepTimeMask;
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}
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}
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