Removed the leak, but still lost on the game update loop

This commit is contained in:
Nate Anderson 2025-01-22 10:51:04 -07:00
parent 7716ddf26a
commit 4b186784bc
3 changed files with 75 additions and 58 deletions

View File

@ -18,7 +18,7 @@ pub const GameStateController = struct {
SCREEN_HEIGHT: u32 = 480,
slime_factory_controller: sf.SlimeFactoryController = undefined,
game_text_factory_controller: text.GameTextFactoryController = undefined,
prev_game_state: *GameState = undefined,
prev_game_state: ?*GameState = null,
current_game_state: *GameState = undefined,
renderer: *sdl.struct_SDL_Renderer = undefined,
rng: std.Random = undefined,
@ -51,6 +51,11 @@ pub const GameStateController = struct {
pub fn deinit(self: *GameStateController) void {
self.slime_factory_controller.deinit();
self.allocator.destroy(self.current_game_state);
if (self.prev_game_state) |gs| {
self.allocator.destroy(gs);
}
}
// Physics main loop that processes variable time steps
@ -114,10 +119,12 @@ pub const GameStateController = struct {
// sdl.SDL_Delay(100);
var game_state = try self.allocator.create(GameState);
game_state.allocator = self.allocator;
if (self.prev_game_state) |prev_gs| {
self.allocator.destroy(prev_gs);
}
game_state.slime_factory = try self.slime_factory_controller.spawnFactory(self.allocator);
game_state.fps_timer = &self.fps_timer;
game_state.phys_ticks = @floatFromInt(self.phys_timer.getTicks());
game_state.phys_ticks = self.phys_timer.getTicks();
game_state.phys_updates_since_render = self.phys_updates_since_last_render;
// self.allocator.destroy(self.prev_game_state);
@ -145,7 +152,7 @@ pub const GameStateController = struct {
}
fn getFpsText(self: *GameStateController, buf: []u8) ![:0]const u8 {
const ticks_f: f64 = @floatFromInt(self.fps_timer.getTicks());
const ticks_f: f64 = self.fps_timer.getTicks();
const frames_f: f64 = @floatFromInt(self.frames);
const avg_fps: f64 = @round(frames_f / (ticks_f / 1000.0));
return try std.fmt.bufPrintZ(buf, "{d} fps", .{avg_fps});
@ -153,38 +160,37 @@ pub const GameStateController = struct {
};
pub const GameState = struct {
allocator: std.mem.Allocator,
slime_factory: sf.SlimeFactory = undefined,
fps_timer: *Timer,
phys_ticks: f64,
phys_updates_since_render: u32,
// Checks all struct fields in GameState and calls deinit
pub fn deinit(self: *const GameState) void {
const game_state_info = @typeInfo(GameState);
switch (game_state_info) {
.Struct => {
inline for (game_state_info.Struct.fields) |field| {
switch (@typeInfo(field.type)) {
.Struct => {
// const inner_struct_info = @typeInfo(field.type);
// pub fn deinit(self: *const GameState) void {
// const game_state_info = @typeInfo(GameState);
// switch (game_state_info) {
// .Struct => {
// inline for (game_state_info.Struct.fields) |field| {
// switch (@typeInfo(field.type)) {
// .Struct => {
// // const inner_struct_info = @typeInfo(field.type);
// Check if struct has `deinit` method
if (@hasDecl(field.type, "deinit")) {
const field_ptr = @field(self, field.name);
field_ptr.deinit();
std.debug.print("Deinit called on {s}\n", .{field.name});
}
},
else => {},
}
}
},
// // Check if struct has `deinit` method
// if (@hasDecl(field.type, "deinit")) {
// const field_ptr = @field(self, field.name);
// field_ptr.deinit();
// std.debug.print("Deinit called on {s}\n", .{field.name});
// }
// },
// else => {},
// }
// }
// },
else => {},
}
// else => {},
// }
// Loop over fields of `GameState`
// Loop over fields of `GameState`
self.allocator.destroy(self);
}
// self.allocator.destroy(self);
// }
};

View File

@ -38,6 +38,9 @@ pub fn main() !void {
var quit = false;
var game_timer = Timer{};
game_timer.start();
var frame_time = Timer{};
frame_time.start();
@ -72,9 +75,10 @@ pub fn main() !void {
// Wait for time to render screen, keep running physics
accumulator = accumulator + SCREEN_TICKS_PER_FRAME;
const total_phys_ticks: u32 = @intFromFloat(PHYS_TICKS_PER_UPDATE * PHYS_UPDATES_PER_RENDER);
const phys_done_at_ticks: u32 = sdl.SDL_GetTicks() + total_phys_ticks;
const game_time_ms: u32 = @intFromFloat(game_timer.getTicks());
const phys_done_at_ticks: u32 = game_time_ms + total_phys_ticks;
var phys_ticks_used: f64 = 0;
std.debug.print("phys ticks/upd: {d}, Acc: {d}\nTotal phys ticks {d}ms\nPhys done at {d}ms\n", .{ PHYS_TICKS_PER_UPDATE, accumulator, total_phys_ticks, phys_done_at_ticks });
std.debug.print("Phys ticks/upd: {d}\nAcc: {d}\nTotal phys ticks {d}ms\nPhys done at {d}ms\n", .{ PHYS_TICKS_PER_UPDATE, accumulator, total_phys_ticks, phys_done_at_ticks });
// Run a physics update
while (accumulator >= PHYS_TICKS_PER_UPDATE) {
// Control loop here
@ -86,6 +90,7 @@ pub fn main() !void {
},
sdl.SDL_KEYDOWN => {
switch (event.key.keysym.sym) {
sdl.SDLK_RETURN => {},
else => {},
}
log("Got key event: %i\n", event.key.keysym.sym);
@ -96,23 +101,24 @@ pub fn main() !void {
prev_game_state = current_game_state;
current_game_state = try game_state_controller.update_tick();
const phys_ticks_this_update: f64 = current_game_state.?.phys_ticks - phys_ticks_used;
accumulator -= phys_ticks_this_update;
std.debug.print(" PU in {d}ms ", .{phys_ticks_this_update});
std.debug.print(" Acc:{d} - ", .{accumulator});
// std.debug.print(" PU in {d}ms ", .{phys_ticks_this_update});
// std.debug.print(" Acc:{d} - ", .{accumulator});
// TODO dont turn it into an int, take the extra phys_frames and do a partial render
if (phys_ticks_this_update < PHYS_TICKS_PER_UPDATE) {
const ticks: u32 = @intFromFloat(PHYS_TICKS_PER_UPDATE - phys_ticks_this_update);
sdl.SDL_Delay(ticks);
accumulator -= PHYS_TICKS_PER_UPDATE;
} else {
std.debug.print("\nPHYSICS JANK\nPhysics Update took {d}ms, target: {d}ms\n", .{ phys_ticks_this_update, PHYS_TICKS_PER_UPDATE });
accumulator -= phys_ticks_this_update;
}
// if (phys_ticks_this_update < PHYS_TICKS_PER_UPDATE) {
// const ticks: u32 = @intFromFloat(PHYS_TICKS_PER_UPDATE - phys_ticks_this_update);
// sdl.SDL_Delay(ticks);
// const ticksf: f64 = @floatFromInt(ticks);
// accumulator -= (phys_ticks_this_update + ticksf);
// } else {
// // std.debug.print("PHYSICS JANK: Physics Update took {d}ms, target: {d}ms\n", .{ phys_ticks_this_update, PHYS_TICKS_PER_UPDATE });
// accumulator -= phys_ticks_this_update;
// }
phys_ticks_used = current_game_state.?.phys_ticks;
std.debug.print(" PhyTicks this render: {d} ", .{current_game_state.?.phys_ticks});
// std.debug.print(" PhyTicks this render: {d} ", .{current_game_state.?.phys_ticks});
}
// TODO lerp together prev and current states
// Otherwise will have physics jank
@ -120,7 +126,7 @@ pub fn main() !void {
std.debug.print("Took {d} phys frames\n", .{current_game_state.?.phys_updates_since_render});
try game_state_controller.render(current_game_state.?);
prev_frame_ms = @floatFromInt(frame_time.getTicks());
prev_frame_ms = frame_time.getTicks();
std.debug.print("Rendered to screen in {d}ms\n***\n***\n", .{prev_frame_ms});
frame_time.reset();
// const frame_time_ticks = frame_time.getTicks();

View File

@ -1,57 +1,62 @@
const sdl = @import("./../sdl.zig").c;
const std = @import("std");
pub const TimerStatus = enum { started, stopped, paused };
pub const Timer = struct {
start_ticks_ms: u32 = 0,
pause_ticks_ms: u32 = 0,
start_ticks_ns: f64 = 0.0,
pause_ticks_ns: f64 = 0.0,
status: TimerStatus = TimerStatus.stopped,
pub fn start(self: *Timer) void {
if (self.status == .started) return;
self.status = .started;
self.start_ticks_ms = sdl.SDL_GetTicks();
self.pause_ticks_ms = 0;
self.start_ticks_ns = @floatFromInt(std.time.nanoTimestamp());
self.pause_ticks_ns = 0;
}
pub fn stop(self: *Timer) void {
if (self.status == .stopped) return;
self.status = .stopped;
self.start_ticks_ms = 0;
self.pause_ticks_ms = 0;
self.start_ticks_ns = 0;
self.pause_ticks_ns = 0;
}
// Resets the timer to 0 and starts it
pub fn reset(self: *Timer) void {
self.status = .started;
self.start_ticks_ms = sdl.SDL_GetTicks();
self.pause_ticks_ms = 0;
self.start_ticks_ns = @floatFromInt(std.time.nanoTimestamp());
self.pause_ticks_ns = 0;
}
pub fn pause(self: *Timer) void {
if (self.status == .paused or self.status == .stopped) return;
self.status = .paused;
self.pause_ticks_ms = sdl.SDL_GetTicks();
const ns_stampf: f64 = @floatFromInt(std.time.nanoTimestamp());
self.pause_ticks_ns = (ns_stampf - self.start_ticks_ns) / 1_000_000;
}
pub fn unpause(self: *Timer) void {
if (self.status == .started or self.status == .stopped) return;
self.status = .started;
self.start_ticks_ms = sdl.SDL_GetTicks() - self.pause_ticks_ms;
self.pause_ticks_ms = 0;
const ns_stampf: f64 = @floatFromInt(std.time.nanoTimestamp());
const diff_ns: f64 = ns_stampf - self.pause_ticks_ns;
self.start_ticks_ns = self.start_ticks_ns + diff_ns;
self.pause_ticks_ns = 0;
}
// Gets the current tick/ms of the timer
pub fn getTicks(self: *Timer) u32 {
pub fn getTicks(self: *Timer) f64 {
switch (self.status) {
.stopped => {
return 0;
},
.paused => {
return self.pause_ticks_ms;
return self.pause_ticks_ns / 1_000_000;
},
.started => {
return sdl.SDL_GetTicks() - self.start_ticks_ms;
const ns_stampf: f64 = @floatFromInt(std.time.nanoTimestamp());
return (ns_stampf - self.start_ticks_ns) / 1_000_000;
},
}
}