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			# 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>
		
			
				
	
	
		
			116 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			116 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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| use std::io::{self, BufRead};
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| use std::time::Duration;
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| 
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| fn banner() {
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|     println!("This example is meant to intuitively demonstrate how Time works in Bevy.");
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|     println!();
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|     println!("Time will be printed in three different schedules in the app:");
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|     println!("- PreUpdate: real time is printed");
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|     println!("- FixedUpdate: fixed time step time is printed, may be run zero or multiple times");
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|     println!("- Update: virtual game time is printed");
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|     println!();
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|     println!("Max delta time is set to 5 seconds. Fixed timestep is set to 1 second.");
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|     println!();
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| }
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| 
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| fn help() {
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|     println!("The app reads commands line-by-line from standard input.");
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|     println!();
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|     println!("Commands:");
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|     println!("  empty line: Run app.update() once on the Bevy App");
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|     println!("  q: Quit the app.");
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|     println!("  f: Set speed to fast, 2x");
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|     println!("  n: Set speed to normal, 1x");
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|     println!("  n: Set speed to slow, 0.5x");
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|     println!("  p: Pause");
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|     println!("  u: Unpause");
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| }
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| 
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| fn runner(mut app: App) {
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|     banner();
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|     help();
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|     let stdin = io::stdin();
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|     for line in stdin.lock().lines() {
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|         if let Err(err) = line {
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|             println!("read err: {:#}", err);
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|             break;
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|         }
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|         match line.unwrap().as_str() {
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|             "" => {
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|                 app.update();
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|             }
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|             "f" => {
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|                 println!("FAST: setting relative speed to 2x");
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|                 app.world
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|                     .resource_mut::<Time<Virtual>>()
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|                     .set_relative_speed(2.0);
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|             }
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|             "n" => {
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|                 println!("NORMAL: setting relative speed to 1x");
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|                 app.world
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|                     .resource_mut::<Time<Virtual>>()
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|                     .set_relative_speed(1.0);
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|             }
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|             "s" => {
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|                 println!("SLOW: setting relative speed to 0.5x");
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|                 app.world
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|                     .resource_mut::<Time<Virtual>>()
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|                     .set_relative_speed(0.5);
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|             }
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|             "p" => {
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|                 println!("PAUSE: pausing virtual clock");
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|                 app.world.resource_mut::<Time<Virtual>>().pause();
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|             }
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|             "u" => {
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|                 println!("UNPAUSE: resuming virtual clock");
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|                 app.world.resource_mut::<Time<Virtual>>().unpause();
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|             }
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|             "q" => {
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|                 println!("QUITTING!");
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|                 break;
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|             }
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|             _ => {
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|                 help();
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|             }
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|         }
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|     }
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| }
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| 
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| fn print_real_time(time: Res<Time<Real>>) {
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|     println!(
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|         "PreUpdate: this is real time clock, delta is {:?} and elapsed is {:?}",
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|         time.delta(),
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|         time.elapsed()
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|     );
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| }
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| 
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| fn print_fixed_time(time: Res<Time>) {
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|     println!(
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|         "FixedUpdate: this is generic time clock inside fixed, delta is {:?} and elapsed is {:?}",
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|         time.delta(),
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|         time.elapsed()
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|     );
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| }
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| 
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| fn print_time(time: Res<Time>) {
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|     println!(
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|         "Update: this is generic time clock, delta is {:?} and elapsed is {:?}",
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|         time.delta(),
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|         time.elapsed()
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|     );
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| }
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(MinimalPlugins)
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|         .insert_resource(Time::<Virtual>::from_max_delta(Duration::from_secs(5)))
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|         .insert_resource(Time::<Fixed>::from_duration(Duration::from_secs(1)))
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|         .add_systems(PreUpdate, print_real_time)
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|         .add_systems(FixedUpdate, print_fixed_time)
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|         .add_systems(Update, print_time)
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|         .set_runner(runner)
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|         .run();
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| }
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