Add skip detection when timestamping is on
(could be split off)
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@@ -37,6 +37,8 @@ ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our p
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#define CREDITS_SHADOW_LENGTH THEME->GetMetricF("ScreenManager","CreditsShadowLength")
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#define CREDITS_ZOOM THEME->GetMetricF("ScreenManager","CreditsZoom")
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const int NUM_SKIPS = 5;
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/* This screen is drawn on top of everything else, and receives updates,
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* but not input. */
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class ScreenSystemLayer: public Screen
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@@ -45,6 +47,12 @@ class ScreenSystemLayer: public Screen
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BitmapText m_textSystemMessage;
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BitmapText m_textCreditInfo[NUM_PLAYERS];
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BitmapText m_textSysTime;
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BitmapText m_Skips[NUM_SKIPS];
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int m_LastSkip;
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Quad m_SkipBackground;
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RageTimer SkipTimer;
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void UpdateTimestampAndSkips();
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public:
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ScreenSystemLayer();
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@@ -90,6 +98,35 @@ ScreenSystemLayer::ScreenSystemLayer()
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m_textCreditInfo[p].SetShadowLength( CREDITS_SHADOW_LENGTH );
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this->AddChild(&m_textCreditInfo[p]);
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}
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/* "Was that a skip?" This displays a message when an update takes
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* abnormally long, to quantify skips more precisely, verify them
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* when they're subtle, and show the time it happened, so you can pinpoint
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* the time in the log. Put a dim quad behind it to make it easier to
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* read. */
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m_LastSkip = 0;
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const float SKIP_LEFT = 320.0f, SKIP_TOP = 60.0f,
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SKIP_WIDTH = 160.0f, SKIP_Y_DIST = 16.0f;
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m_SkipBackground.StretchTo(RectF(SKIP_LEFT-8, SKIP_TOP-8,
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SKIP_LEFT+SKIP_WIDTH, SKIP_TOP+SKIP_Y_DIST*NUM_SKIPS));
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m_SkipBackground.SetDiffuse( RageColor(0,0,0,0) );
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this->AddChild(&m_SkipBackground);
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for( int i=0; i<NUM_SKIPS; i++ )
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{
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/* This is somewhat big. Let's put it on the right side, where it'll
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* obscure the 2P side during gameplay; there's nowhere to put it that
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* doesn't obscure something, and it's just a diagnostic. */
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m_Skips[i].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_Skips[i].SetXY( SKIP_LEFT, SKIP_TOP + SKIP_Y_DIST*i );
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m_Skips[i].SetHorizAlign( Actor::align_left );
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m_Skips[i].SetVertAlign( Actor::align_top );
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m_Skips[i].SetZoom( 0.5f );
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m_Skips[i].SetDiffuse( RageColor(1,1,1,0) );
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m_Skips[i].EnableShadow(false);
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this->AddChild(&m_Skips[i]);
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}
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}
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void ScreenSystemLayer::SystemMessage( CString sMessage )
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@@ -138,6 +175,68 @@ void ScreenSystemLayer::RefreshCreditsMessages()
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}
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}
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void ScreenSystemLayer::UpdateTimestampAndSkips()
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{
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if(!PREFSMAN->m_bTimestamping)
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{
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/* Hide: */
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m_textSysTime.SetDiffuse( RageColor(1,1,1,0) );
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m_SkipBackground.SetDiffuse( RageColor(0,0,0,0) );
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return;
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}
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m_SkipBackground.SetDiffuse(RageColor(0,0,0,0.4f));
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CString time(SecondsToTime(RageTimer::GetTimeSinceStart()));
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/* Use our own timer, so we ignore `/tab. */
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const float UpdateTime = SkipTimer.GetDeltaTime();
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/* FPS is 0 for a little while after we load a screen; don't report
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* during this time. Do clear the timer, though, so we don't report
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* a big "skip" after this period passes. */
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if(DISPLAY->GetFPS())
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{
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/* We want to display skips. We expect to get updates of about 1.0/FPS ms. */
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const float ExpectedUpdate = 1.0f / DISPLAY->GetFPS();
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/* These are thresholds for severity of skips. The smallest
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* is slightly above expected, to tolerate normal jitter. */
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const float Thresholds[] = {
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ExpectedUpdate * 2.0f, ExpectedUpdate * 4.0f, 0.1f, -1
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};
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int skip = 0;
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while(Thresholds[skip] != -1 && UpdateTime > Thresholds[skip])
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skip++;
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if(skip)
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{
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static const RageColor colors[] = {
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RageColor(0,0,0,0), /* unused */
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RageColor(0.2f,0.2f,1,1), /* light blue */
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RageColor(1,1,0,1), /* yellow */
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RageColor(1,0.2f,0.2f,1) /* light red */
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};
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m_Skips[m_LastSkip].SetText(ssprintf("%s: %.0fms (%.0f)",
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time.GetString(), 1000*UpdateTime, UpdateTime/ExpectedUpdate));
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m_Skips[m_LastSkip].StopTweening();
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m_Skips[m_LastSkip].SetDiffuse(RageColor(1,1,1,1));
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m_Skips[m_LastSkip].BeginTweening(0.2f);
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m_Skips[m_LastSkip].SetDiffuse(colors[skip]);
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m_Skips[m_LastSkip].BeginTweening(3.0f);
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m_Skips[m_LastSkip].BeginTweening(0.2f);
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m_Skips[m_LastSkip].SetDiffuse(RageColor(1,1,1,0));
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m_LastSkip++;
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m_LastSkip %= NUM_SKIPS;
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}
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}
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m_textSysTime.SetText( time );
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m_textSysTime.SetDiffuse( RageColor(1,0,1,1) );
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}
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void ScreenSystemLayer::Update( float fDeltaTime )
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{
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Screen::Update(fDeltaTime);
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@@ -157,12 +256,7 @@ void ScreenSystemLayer::Update( float fDeltaTime )
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} else
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m_textStats.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
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if(PREFSMAN->m_bTimestamping)
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{
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m_textSysTime.SetText( SecondsToTime(RageTimer::GetTimeSinceStart()) );
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m_textSysTime.SetDiffuse( RageColor(1,1,1,1) );
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} else
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m_textSysTime.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
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UpdateTimestampAndSkips();
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}
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ScreenManager::ScreenManager()
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