Removed the leak, but still lost on the game update loop
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parent
7716ddf26a
commit
4b186784bc
src
@ -18,7 +18,7 @@ pub const GameStateController = struct {
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SCREEN_HEIGHT: u32 = 480,
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slime_factory_controller: sf.SlimeFactoryController = undefined,
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game_text_factory_controller: text.GameTextFactoryController = undefined,
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prev_game_state: *GameState = undefined,
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prev_game_state: ?*GameState = null,
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current_game_state: *GameState = undefined,
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renderer: *sdl.struct_SDL_Renderer = undefined,
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rng: std.Random = undefined,
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@ -51,6 +51,11 @@ pub const GameStateController = struct {
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pub fn deinit(self: *GameStateController) void {
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self.slime_factory_controller.deinit();
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self.allocator.destroy(self.current_game_state);
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if (self.prev_game_state) |gs| {
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self.allocator.destroy(gs);
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}
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}
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// Physics main loop that processes variable time steps
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@ -114,10 +119,12 @@ pub const GameStateController = struct {
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// sdl.SDL_Delay(100);
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var game_state = try self.allocator.create(GameState);
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game_state.allocator = self.allocator;
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if (self.prev_game_state) |prev_gs| {
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self.allocator.destroy(prev_gs);
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}
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game_state.slime_factory = try self.slime_factory_controller.spawnFactory(self.allocator);
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game_state.fps_timer = &self.fps_timer;
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game_state.phys_ticks = @floatFromInt(self.phys_timer.getTicks());
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game_state.phys_ticks = self.phys_timer.getTicks();
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game_state.phys_updates_since_render = self.phys_updates_since_last_render;
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// self.allocator.destroy(self.prev_game_state);
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@ -145,7 +152,7 @@ pub const GameStateController = struct {
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}
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fn getFpsText(self: *GameStateController, buf: []u8) ![:0]const u8 {
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const ticks_f: f64 = @floatFromInt(self.fps_timer.getTicks());
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const ticks_f: f64 = self.fps_timer.getTicks();
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const frames_f: f64 = @floatFromInt(self.frames);
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const avg_fps: f64 = @round(frames_f / (ticks_f / 1000.0));
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return try std.fmt.bufPrintZ(buf, "{d} fps", .{avg_fps});
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@ -153,38 +160,37 @@ pub const GameStateController = struct {
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};
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pub const GameState = struct {
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allocator: std.mem.Allocator,
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slime_factory: sf.SlimeFactory = undefined,
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fps_timer: *Timer,
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phys_ticks: f64,
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phys_updates_since_render: u32,
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// Checks all struct fields in GameState and calls deinit
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pub fn deinit(self: *const GameState) void {
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const game_state_info = @typeInfo(GameState);
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switch (game_state_info) {
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.Struct => {
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inline for (game_state_info.Struct.fields) |field| {
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switch (@typeInfo(field.type)) {
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.Struct => {
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// const inner_struct_info = @typeInfo(field.type);
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// pub fn deinit(self: *const GameState) void {
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// const game_state_info = @typeInfo(GameState);
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// switch (game_state_info) {
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// .Struct => {
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// inline for (game_state_info.Struct.fields) |field| {
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// switch (@typeInfo(field.type)) {
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// .Struct => {
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// // const inner_struct_info = @typeInfo(field.type);
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// Check if struct has `deinit` method
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if (@hasDecl(field.type, "deinit")) {
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const field_ptr = @field(self, field.name);
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field_ptr.deinit();
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std.debug.print("Deinit called on {s}\n", .{field.name});
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}
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},
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else => {},
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}
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}
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},
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// // Check if struct has `deinit` method
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// if (@hasDecl(field.type, "deinit")) {
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// const field_ptr = @field(self, field.name);
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// field_ptr.deinit();
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// std.debug.print("Deinit called on {s}\n", .{field.name});
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// }
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// },
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// else => {},
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// }
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// }
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// },
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else => {},
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}
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// else => {},
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// }
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// Loop over fields of `GameState`
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// Loop over fields of `GameState`
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self.allocator.destroy(self);
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}
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// self.allocator.destroy(self);
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// }
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};
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36
src/main.zig
36
src/main.zig
@ -38,6 +38,9 @@ pub fn main() !void {
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var quit = false;
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var game_timer = Timer{};
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game_timer.start();
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var frame_time = Timer{};
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frame_time.start();
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@ -72,9 +75,10 @@ pub fn main() !void {
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// Wait for time to render screen, keep running physics
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accumulator = accumulator + SCREEN_TICKS_PER_FRAME;
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const total_phys_ticks: u32 = @intFromFloat(PHYS_TICKS_PER_UPDATE * PHYS_UPDATES_PER_RENDER);
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const phys_done_at_ticks: u32 = sdl.SDL_GetTicks() + total_phys_ticks;
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const game_time_ms: u32 = @intFromFloat(game_timer.getTicks());
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const phys_done_at_ticks: u32 = game_time_ms + total_phys_ticks;
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var phys_ticks_used: f64 = 0;
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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 });
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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 });
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// Run a physics update
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while (accumulator >= PHYS_TICKS_PER_UPDATE) {
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// Control loop here
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@ -86,6 +90,7 @@ pub fn main() !void {
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},
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sdl.SDL_KEYDOWN => {
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switch (event.key.keysym.sym) {
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sdl.SDLK_RETURN => {},
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else => {},
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}
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log("Got key event: %i\n", event.key.keysym.sym);
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@ -96,23 +101,24 @@ pub fn main() !void {
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prev_game_state = current_game_state;
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current_game_state = try game_state_controller.update_tick();
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const phys_ticks_this_update: f64 = current_game_state.?.phys_ticks - phys_ticks_used;
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accumulator -= phys_ticks_this_update;
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std.debug.print(" PU in {d}ms ", .{phys_ticks_this_update});
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std.debug.print(" Acc:{d} - ", .{accumulator});
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// std.debug.print(" PU in {d}ms ", .{phys_ticks_this_update});
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// std.debug.print(" Acc:{d} - ", .{accumulator});
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// TODO dont turn it into an int, take the extra phys_frames and do a partial render
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if (phys_ticks_this_update < PHYS_TICKS_PER_UPDATE) {
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const ticks: u32 = @intFromFloat(PHYS_TICKS_PER_UPDATE - phys_ticks_this_update);
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sdl.SDL_Delay(ticks);
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accumulator -= PHYS_TICKS_PER_UPDATE;
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} else {
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std.debug.print("\nPHYSICS JANK\nPhysics Update took {d}ms, target: {d}ms\n", .{ phys_ticks_this_update, PHYS_TICKS_PER_UPDATE });
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accumulator -= phys_ticks_this_update;
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}
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// if (phys_ticks_this_update < PHYS_TICKS_PER_UPDATE) {
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// const ticks: u32 = @intFromFloat(PHYS_TICKS_PER_UPDATE - phys_ticks_this_update);
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// sdl.SDL_Delay(ticks);
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// const ticksf: f64 = @floatFromInt(ticks);
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// accumulator -= (phys_ticks_this_update + ticksf);
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// } else {
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// // std.debug.print("PHYSICS JANK: Physics Update took {d}ms, target: {d}ms\n", .{ phys_ticks_this_update, PHYS_TICKS_PER_UPDATE });
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// accumulator -= phys_ticks_this_update;
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// }
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phys_ticks_used = current_game_state.?.phys_ticks;
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std.debug.print(" PhyTicks this render: {d} ", .{current_game_state.?.phys_ticks});
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// std.debug.print(" PhyTicks this render: {d} ", .{current_game_state.?.phys_ticks});
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}
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// TODO lerp together prev and current states
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// Otherwise will have physics jank
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@ -120,7 +126,7 @@ pub fn main() !void {
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std.debug.print("Took {d} phys frames\n", .{current_game_state.?.phys_updates_since_render});
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try game_state_controller.render(current_game_state.?);
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prev_frame_ms = @floatFromInt(frame_time.getTicks());
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prev_frame_ms = frame_time.getTicks();
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std.debug.print("Rendered to screen in {d}ms\n***\n***\n", .{prev_frame_ms});
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frame_time.reset();
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// const frame_time_ticks = frame_time.getTicks();
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@ -1,57 +1,62 @@
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const sdl = @import("./../sdl.zig").c;
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const std = @import("std");
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pub const TimerStatus = enum { started, stopped, paused };
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pub const Timer = struct {
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start_ticks_ms: u32 = 0,
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pause_ticks_ms: u32 = 0,
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start_ticks_ns: f64 = 0.0,
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pause_ticks_ns: f64 = 0.0,
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status: TimerStatus = TimerStatus.stopped,
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pub fn start(self: *Timer) void {
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if (self.status == .started) return;
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self.status = .started;
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self.start_ticks_ms = sdl.SDL_GetTicks();
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self.pause_ticks_ms = 0;
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self.start_ticks_ns = @floatFromInt(std.time.nanoTimestamp());
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self.pause_ticks_ns = 0;
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}
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pub fn stop(self: *Timer) void {
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if (self.status == .stopped) return;
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self.status = .stopped;
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self.start_ticks_ms = 0;
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self.pause_ticks_ms = 0;
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self.start_ticks_ns = 0;
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self.pause_ticks_ns = 0;
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}
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// Resets the timer to 0 and starts it
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pub fn reset(self: *Timer) void {
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self.status = .started;
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self.start_ticks_ms = sdl.SDL_GetTicks();
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self.pause_ticks_ms = 0;
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self.start_ticks_ns = @floatFromInt(std.time.nanoTimestamp());
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self.pause_ticks_ns = 0;
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}
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pub fn pause(self: *Timer) void {
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if (self.status == .paused or self.status == .stopped) return;
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self.status = .paused;
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self.pause_ticks_ms = sdl.SDL_GetTicks();
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const ns_stampf: f64 = @floatFromInt(std.time.nanoTimestamp());
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self.pause_ticks_ns = (ns_stampf - self.start_ticks_ns) / 1_000_000;
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}
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pub fn unpause(self: *Timer) void {
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if (self.status == .started or self.status == .stopped) return;
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self.status = .started;
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self.start_ticks_ms = sdl.SDL_GetTicks() - self.pause_ticks_ms;
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self.pause_ticks_ms = 0;
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const ns_stampf: f64 = @floatFromInt(std.time.nanoTimestamp());
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const diff_ns: f64 = ns_stampf - self.pause_ticks_ns;
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self.start_ticks_ns = self.start_ticks_ns + diff_ns;
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self.pause_ticks_ns = 0;
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}
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// Gets the current tick/ms of the timer
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pub fn getTicks(self: *Timer) u32 {
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pub fn getTicks(self: *Timer) f64 {
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switch (self.status) {
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.stopped => {
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return 0;
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},
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.paused => {
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return self.pause_ticks_ms;
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return self.pause_ticks_ns / 1_000_000;
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},
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.started => {
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return sdl.SDL_GetTicks() - self.start_ticks_ms;
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const ns_stampf: f64 = @floatFromInt(std.time.nanoTimestamp());
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return (ns_stampf - self.start_ticks_ns) / 1_000_000;
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},
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}
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}
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