Better check for the system clock moving backwards. Fixes assist tick.

Needs more testing.
This commit is contained in:
Glenn Maynard
2004-02-22 23:27:42 +00:00
parent d17828c60c
commit 9e6a952a41
+57 -13
View File
@@ -11,27 +11,73 @@
const RageZeroTimer_t RageZeroTimer;
void mySDL_GetTicks( unsigned &secs, unsigned &us )
{
/* Ticks may be less than last for at least two reasons: the time may have wrapped (after
* about 49 days), or the system clock may have moved backwards. If the system clock moves
* backwards, we can't just clamp the time; if it moved back an hour, we'll sit around for
* an hour until it catches up.
*
* Keep track of an offset: the amount of time to add to the result of SDL_GetTicks.
* If we move back by 100ms, the offset will be increased by 100ms. If we loop, the
* offset will be increased by the duration 2^32 ticks. This is stored in the same
* notation as RageTimer: one 32-bit int for seconds and another for microseconds, so
* wrapping isn't a problem.
*/
static Uint32 last = 0;
static Uint32 offset_secs = 0, offset_us = 0;
const Uint32 millisecs = SDL_GetTicks();
/* The time has wrapped if the last time was very high and the current time is very low. */
const Uint32 one_day = 24*60*60*1000;
if( last > (0-one_day) && millisecs < one_day )
{
const Uint32 wraparound_secs = 4294967; /* (2^32 / 1000) */
const Uint32 wraparound_us = 296000; /* (2^32 % 1000) * 1000 */
offset_secs += wraparound_secs;
offset_us += wraparound_us;
}
else if( millisecs < last )
{
/* The time has moved backwards. Increase the offset by the amount we moved. */
const Uint32 offset_ms = last - millisecs;
offset_secs += offset_ms/1000;
offset_us += (offset_ms%1000) * 1000;
}
last = millisecs;
secs = millisecs / 1000;
us = (millisecs % 1000)*1000;
secs += offset_secs;
us += offset_us;
if( us >= TIMESTAMP_RESOLUTION )
{
us -= TIMESTAMP_RESOLUTION;
++secs;
}
}
float RageTimer::GetTimeSinceStart()
{
return SDL_GetTicks() / 1000.0f;
unsigned secs, us;
mySDL_GetTicks( secs, us );
return secs + us / 1000000.0f;
}
void RageTimer::Touch()
{
unsigned ms = SDL_GetTicks();
this->m_secs = ms / 1000;
ms %= 1000;
unsigned mult = TIMESTAMP_RESOLUTION / 1000;
this->m_us = ms*mult;
mySDL_GetTicks( this->m_secs, this->m_us );
}
float RageTimer::Ago() const
{
const RageTimer Now;
/* If the system clock has moved backwards (for example, ntpd), don't return negative values. */
return max( 0.0f, Now - *this );
return Now - *this;
}
float RageTimer::GetDeltaTime()
@@ -39,9 +85,7 @@ float RageTimer::GetDeltaTime()
const RageTimer Now;
const float diff = Difference( Now, *this );
*this = Now;
/* If the system clock has moved backwards (for example, ntpd), don't return negative values. */
return max( 0.0f, diff );
return diff;
}
/* Get a timer representing half of the time ago as this one. This is