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