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Change frame stable catch-up method to allow for much faster sync #26600
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Original file line number | Diff line number | Diff line change |
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@@ -25,9 +25,9 @@ public sealed partial class FrameStabilityContainer : Container, IHasReplayHandl | |
public ReplayInputHandler? ReplayInputHandler { get; set; } | ||
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/// <summary> | ||
/// The number of frames (per parent frame) which can be run in an attempt to catch-up to real-time. | ||
/// The number of CPU milliseconds to spend at most during seek catch-up. | ||
/// </summary> | ||
public int MaxCatchUpFrames { get; set; } = 5; | ||
private const double max_catchup_milliseconds = 10; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This value is just a ballpark good place to be. The game should always maintain at least 60 fps, and this will give enough headroom to allow that. |
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/// <summary> | ||
/// Whether to enable frame-stable playback. | ||
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@@ -59,6 +59,8 @@ public sealed partial class FrameStabilityContainer : Container, IHasReplayHandl | |
/// </summary> | ||
private readonly FramedClock framedClock; | ||
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private readonly Stopwatch stopwatch = new Stopwatch(); | ||
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/// <summary> | ||
/// The current direction of playback to be exposed to frame stable children. | ||
/// </summary> | ||
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@@ -97,7 +99,7 @@ private void load(IGameplayClock? gameplayClock) | |
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public override bool UpdateSubTree() | ||
{ | ||
int loops = MaxCatchUpFrames; | ||
stopwatch.Restart(); | ||
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do | ||
{ | ||
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@@ -110,7 +112,7 @@ public override bool UpdateSubTree() | |
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base.UpdateSubTree(); | ||
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat); | ||
} while (state == PlaybackState.RequiresCatchUp && loops-- > 0); | ||
} while (state == PlaybackState.RequiresCatchUp && stopwatch.ElapsedMilliseconds < max_catchup_milliseconds); | ||
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return true; | ||
} | ||
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I stress tested both tests which had custom overrides and they still pass. For whatever that's worth.