
# 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>
143 lines
4.9 KiB
Rust
143 lines
4.9 KiB
Rust
#![allow(clippy::type_complexity)]
|
|
#![warn(missing_docs)]
|
|
#![doc = include_str!("../README.md")]
|
|
|
|
/// Common run conditions
|
|
pub mod common_conditions;
|
|
mod fixed;
|
|
mod real;
|
|
mod stopwatch;
|
|
#[allow(clippy::module_inception)]
|
|
mod time;
|
|
mod timer;
|
|
mod virt;
|
|
|
|
pub use fixed::*;
|
|
pub use real::*;
|
|
pub use stopwatch::*;
|
|
pub use time::*;
|
|
pub use timer::*;
|
|
pub use virt::*;
|
|
|
|
use bevy_ecs::system::{Res, ResMut};
|
|
use bevy_utils::{tracing::warn, Duration, Instant};
|
|
pub use crossbeam_channel::TrySendError;
|
|
use crossbeam_channel::{Receiver, Sender};
|
|
|
|
pub mod prelude {
|
|
//! The Bevy Time Prelude.
|
|
#[doc(hidden)]
|
|
pub use crate::{Fixed, Real, Time, Timer, TimerMode, Virtual};
|
|
}
|
|
|
|
use bevy_app::{prelude::*, RunFixedUpdateLoop};
|
|
use bevy_ecs::prelude::*;
|
|
|
|
/// Adds time functionality to Apps.
|
|
#[derive(Default)]
|
|
pub struct TimePlugin;
|
|
|
|
#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)]
|
|
/// Updates the elapsed time. Any system that interacts with [`Time`] component should run after
|
|
/// this.
|
|
pub struct TimeSystem;
|
|
|
|
impl Plugin for TimePlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app.init_resource::<Time>()
|
|
.init_resource::<Time<Real>>()
|
|
.init_resource::<Time<Virtual>>()
|
|
.init_resource::<Time<Fixed>>()
|
|
.init_resource::<TimeUpdateStrategy>()
|
|
.register_type::<Time>()
|
|
.register_type::<Time<Real>>()
|
|
.register_type::<Time<Virtual>>()
|
|
.register_type::<Time<Fixed>>()
|
|
.register_type::<Timer>()
|
|
.register_type::<Stopwatch>()
|
|
.add_systems(
|
|
First,
|
|
(time_system, virtual_time_system.after(time_system)).in_set(TimeSystem),
|
|
)
|
|
.add_systems(RunFixedUpdateLoop, run_fixed_update_schedule);
|
|
|
|
#[cfg(feature = "bevy_ci_testing")]
|
|
if let Some(ci_testing_config) = app
|
|
.world
|
|
.get_resource::<bevy_app::ci_testing::CiTestingConfig>()
|
|
{
|
|
if let Some(frame_time) = ci_testing_config.frame_time {
|
|
app.world
|
|
.insert_resource(TimeUpdateStrategy::ManualDuration(Duration::from_secs_f32(
|
|
frame_time,
|
|
)));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Configuration resource used to determine how the time system should run.
|
|
///
|
|
/// For most cases, [`TimeUpdateStrategy::Automatic`] is fine. When writing tests, dealing with
|
|
/// networking or similar, you may prefer to set the next [`Time`] value manually.
|
|
#[derive(Resource, Default)]
|
|
pub enum TimeUpdateStrategy {
|
|
/// [`Time`] will be automatically updated each frame using an [`Instant`] sent from the render world via a [`TimeSender`].
|
|
/// If nothing is sent, the system clock will be used instead.
|
|
#[default]
|
|
Automatic,
|
|
/// [`Time`] will be updated to the specified [`Instant`] value each frame.
|
|
/// In order for time to progress, this value must be manually updated each frame.
|
|
///
|
|
/// Note that the `Time` resource will not be updated until [`TimeSystem`] runs.
|
|
ManualInstant(Instant),
|
|
/// [`Time`] will be incremented by the specified [`Duration`] each frame.
|
|
ManualDuration(Duration),
|
|
}
|
|
|
|
/// Channel resource used to receive time from the render world.
|
|
#[derive(Resource)]
|
|
pub struct TimeReceiver(pub Receiver<Instant>);
|
|
|
|
/// Channel resource used to send time from the render world.
|
|
#[derive(Resource)]
|
|
pub struct TimeSender(pub Sender<Instant>);
|
|
|
|
/// Creates channels used for sending time between the render world and the main world.
|
|
pub fn create_time_channels() -> (TimeSender, TimeReceiver) {
|
|
// bound the channel to 2 since when pipelined the render phase can finish before
|
|
// the time system runs.
|
|
let (s, r) = crossbeam_channel::bounded::<Instant>(2);
|
|
(TimeSender(s), TimeReceiver(r))
|
|
}
|
|
|
|
/// The system used to update the [`Time`] used by app logic. If there is a render world the time is
|
|
/// sent from there to this system through channels. Otherwise the time is updated in this system.
|
|
fn time_system(
|
|
mut time: ResMut<Time<Real>>,
|
|
update_strategy: Res<TimeUpdateStrategy>,
|
|
time_recv: Option<Res<TimeReceiver>>,
|
|
mut has_received_time: Local<bool>,
|
|
) {
|
|
let new_time = if let Some(time_recv) = time_recv {
|
|
// TODO: Figure out how to handle this when using pipelined rendering.
|
|
if let Ok(new_time) = time_recv.0.try_recv() {
|
|
*has_received_time = true;
|
|
new_time
|
|
} else {
|
|
if *has_received_time {
|
|
warn!("time_system did not receive the time from the render world! Calculations depending on the time may be incorrect.");
|
|
}
|
|
Instant::now()
|
|
}
|
|
} else {
|
|
Instant::now()
|
|
};
|
|
|
|
match update_strategy.as_ref() {
|
|
TimeUpdateStrategy::Automatic => time.update_with_instant(new_time),
|
|
TimeUpdateStrategy::ManualInstant(instant) => time.update_with_instant(*instant),
|
|
TimeUpdateStrategy::ManualDuration(duration) => time.update_with_duration(*duration),
|
|
}
|
|
}
|