# Objective Current `FixedTime` and `Time` have several problems. This pull aims to fix many of them at once. - If there is a longer pause between app updates, time will jump forward a lot at once and fixed time will iterate on `FixedUpdate` for a large number of steps. If the pause is merely seconds, then this will just mean jerkiness and possible unexpected behaviour in gameplay. If the pause is hours/days as with OS suspend, the game will appear to freeze until it has caught up with real time. - If calculating a fixed step takes longer than specified fixed step period, the game will enter a death spiral where rendering each frame takes longer and longer due to more and more fixed step updates being run per frame and the game appears to freeze. - There is no way to see current fixed step elapsed time inside fixed steps. In order to track this, the game designer needs to add a custom system inside `FixedUpdate` that calculates elapsed or step count in a resource. - Access to delta time inside fixed step is `FixedStep::period` rather than `Time::delta`. This, coupled with the issue that `Time::elapsed` isn't available at all for fixed steps, makes it that time requiring systems are either implemented to be run in `FixedUpdate` or `Update`, but rarely work in both. - Fixes #8800 - Fixes #8543 - Fixes #7439 - Fixes #5692 ## Solution - Create a generic `Time<T>` clock that has no processing logic but which can be instantiated for multiple usages. This is also exposed for users to add custom clocks. - Create three standard clocks, `Time<Real>`, `Time<Virtual>` and `Time<Fixed>`, all of which contain their individual logic. - Create one "default" clock, which is just `Time` (or `Time<()>`), which will be overwritten from `Time<Virtual>` on each update, and `Time<Fixed>` inside `FixedUpdate` schedule. This way systems that do not care specifically which time they track can work both in `Update` and `FixedUpdate` without changes and the behaviour is intuitive. - Add `max_delta` to virtual time update, which limits how much can be added to virtual time by a single update. This fixes both the behaviour after a long freeze, and also the death spiral by limiting how many fixed timestep iterations there can be per update. Possible future work could be adding `max_accumulator` to add a sort of "leaky bucket" time processing to possibly smooth out jumps in time while keeping frame rate stable. - Many minor tweaks and clarifications to the time functions and their documentation. ## Changelog - `Time::raw_delta()`, `Time::raw_elapsed()` and related methods are moved to `Time<Real>::delta()` and `Time<Real>::elapsed()` and now match `Time` API - `FixedTime` is now `Time<Fixed>` and matches `Time` API. - `Time<Fixed>` default timestep is now 64 Hz, or 15625 microseconds. - `Time` inside `FixedUpdate` now reflects fixed timestep time, making systems portable between `Update ` and `FixedUpdate`. - `Time::pause()`, `Time::set_relative_speed()` and related methods must now be called as `Time<Virtual>::pause()` etc. - There is a new `max_delta` setting in `Time<Virtual>` that limits how much the clock can jump by a single update. The default value is 0.25 seconds. - Removed `on_fixed_timer()` condition as `on_timer()` does the right thing inside `FixedUpdate` now. ## Migration Guide - Change all `Res<Time>` instances that access `raw_delta()`, `raw_elapsed()` and related methods to `Res<Time<Real>>` and `delta()`, `elapsed()`, etc. - Change access to `period` from `Res<FixedTime>` to `Res<Time<Fixed>>` and use `delta()`. - The default timestep has been changed from 60 Hz to 64 Hz. If you wish to restore the old behaviour, use `app.insert_resource(Time::<Fixed>::from_hz(60.0))`. - Change `app.insert_resource(FixedTime::new(duration))` to `app.insert_resource(Time::<Fixed>::from_duration(duration))` - Change `app.insert_resource(FixedTime::new_from_secs(secs))` to `app.insert_resource(Time::<Fixed>::from_seconds(secs))` - Change `system.on_fixed_timer(duration)` to `system.on_timer(duration)`. Timers in systems placed in `FixedUpdate` schedule automatically use the fixed time clock. - Change `ResMut<Time>` calls to `pause()`, `is_paused()`, `set_relative_speed()` and related methods to `ResMut<Time<Virtual>>` calls. The API is the same, with the exception that `relative_speed()` will return the actual last ste relative speed, while `effective_relative_speed()` returns 0.0 if the time is paused and corresponds to the speed that was set when the update for the current frame started. ## Todo - [x] Update pull name and description - [x] Top level documentation on usage - [x] Fix examples - [x] Decide on default `max_delta` value - [x] Decide naming of the three clocks: is `Real`, `Virtual`, `Fixed` good? - [x] Decide if the three clock inner structures should be in prelude - [x] Decide on best way to configure values at startup: is manually inserting a new clock instance okay, or should there be config struct separately? - [x] Fix links in docs - [x] Decide what should be public and what not - [x] Decide how `wrap_period` should be handled when it is changed - [x] ~~Add toggles to disable setting the clock as default?~~ No, separate pull if needed. - [x] Add tests - [x] Reformat, ensure adheres to conventions etc. - [x] Build documentation and see that it looks correct ## Contributors Huge thanks to @alice-i-cecile and @maniwani while building this pull. It was a shared effort! --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com> Co-authored-by: Jerome Humbert <djeedai@gmail.com>
85 lines
2.7 KiB
Rust
85 lines
2.7 KiB
Rust
use crate::{
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extract_resource::ExtractResource,
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prelude::Shader,
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render_resource::{ShaderType, UniformBuffer},
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renderer::{RenderDevice, RenderQueue},
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Extract, ExtractSchedule, Render, RenderApp, RenderSet,
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};
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use bevy_app::{App, Plugin};
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use bevy_asset::{load_internal_asset, Handle};
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use bevy_core::FrameCount;
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use bevy_ecs::prelude::*;
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use bevy_reflect::Reflect;
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use bevy_time::Time;
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pub const GLOBALS_TYPE_HANDLE: Handle<Shader> = Handle::weak_from_u128(17924628719070609599);
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pub struct GlobalsPlugin;
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impl Plugin for GlobalsPlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(app, GLOBALS_TYPE_HANDLE, "globals.wgsl", Shader::from_wgsl);
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app.register_type::<GlobalsUniform>();
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<GlobalsBuffer>()
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.init_resource::<Time>()
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.add_systems(ExtractSchedule, (extract_frame_count, extract_time))
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.add_systems(
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Render,
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prepare_globals_buffer.in_set(RenderSet::PrepareResources),
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);
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}
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}
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}
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fn extract_frame_count(mut commands: Commands, frame_count: Extract<Res<FrameCount>>) {
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commands.insert_resource(**frame_count);
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}
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fn extract_time(mut commands: Commands, time: Extract<Res<Time>>) {
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commands.insert_resource(**time);
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}
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/// Contains global values useful when writing shaders.
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/// Currently only contains values related to time.
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#[derive(Default, Clone, Resource, ExtractResource, Reflect, ShaderType)]
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#[reflect(Resource)]
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pub struct GlobalsUniform {
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/// The time since startup in seconds.
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/// Wraps to 0 after 1 hour.
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time: f32,
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/// The delta time since the previous frame in seconds
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delta_time: f32,
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/// Frame count since the start of the app.
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/// It wraps to zero when it reaches the maximum value of a u32.
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frame_count: u32,
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/// WebGL2 structs must be 16 byte aligned.
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#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
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_wasm_padding: f32,
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}
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/// The buffer containing the [`GlobalsUniform`]
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#[derive(Resource, Default)]
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pub struct GlobalsBuffer {
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pub buffer: UniformBuffer<GlobalsUniform>,
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}
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fn prepare_globals_buffer(
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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mut globals_buffer: ResMut<GlobalsBuffer>,
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time: Res<Time>,
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frame_count: Res<FrameCount>,
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) {
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let buffer = globals_buffer.buffer.get_mut();
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buffer.time = time.elapsed_seconds_wrapped();
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buffer.delta_time = time.delta_seconds();
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buffer.frame_count = frame_count.0;
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globals_buffer
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.buffer
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.write_buffer(&render_device, &render_queue);
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}
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