Made coroutines make more sense, and fixed a bug. (#1381)
* Made coroutines make more sense, and fixed a bug. * Fixed typo. * Additional checking for off-cycles. * Fixed issue with calling step too much. * If we have no redraw, set next step time for next frame. * Added in `now` variables to reduce calls.
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@ -305,7 +305,7 @@ function core.add_project_directory(path)
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end
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end
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end
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end
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if project_dir_open then
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if project_dir_open then
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coroutine.yield(changed and 0.05 or 0)
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coroutine.yield(changed and 0 or 0.05)
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else
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else
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return
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return
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end
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end
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@ -1384,7 +1384,7 @@ end
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local run_threads = coroutine.wrap(function()
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local run_threads = coroutine.wrap(function()
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while true do
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while true do
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local max_time = 1 / config.fps - 0.004
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local max_time = 1 / config.fps - 0.004
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local need_more_work = false
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local minimal_time_to_wake = math.huge
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for k, thread in pairs(core.threads) do
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for k, thread in pairs(core.threads) do
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-- run thread
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-- run thread
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@ -1398,48 +1398,60 @@ local run_threads = coroutine.wrap(function()
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end
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end
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elseif wait then
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elseif wait then
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thread.wake = system.get_time() + wait
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thread.wake = system.get_time() + wait
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minimal_time_to_wake = math.min(minimal_time_to_wake, wait)
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else
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else
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need_more_work = true
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minimal_time_to_wake = 0
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end
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end
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else
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minimal_time_to_wake = math.min(minimal_time_to_wake, thread.wake - system.get_time())
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end
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end
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-- stop running threads if we're about to hit the end of frame
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-- stop running threads if we're about to hit the end of frame
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if system.get_time() - core.frame_start > max_time then
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if system.get_time() - core.frame_start > max_time then
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coroutine.yield(true)
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coroutine.yield(0)
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end
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end
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end
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end
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if not need_more_work then coroutine.yield(false) end
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coroutine.yield(minimal_time_to_wake)
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end
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end
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end)
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end)
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function core.run()
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function core.run()
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local idle_iterations = 0
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local next_step
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while true do
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while true do
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core.frame_start = system.get_time()
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core.frame_start = system.get_time()
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local need_more_work = run_threads()
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local time_to_wake = run_threads()
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local did_redraw = core.step()
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local did_redraw = false
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if not next_step or system.get_time() >= next_step then
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did_redraw = core.step()
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next_step = nil
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end
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if core.restart_request or core.quit_request then break end
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if core.restart_request or core.quit_request then break end
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if not did_redraw and not need_more_work then
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idle_iterations = idle_iterations + 1
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if not did_redraw then
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-- do not wait of events at idle_iterations = 1 to give a chance at core.step to run
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-- and set "redraw" flag.
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if idle_iterations > 1 then
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if system.window_has_focus() then
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if system.window_has_focus() then
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-- keep running even with no events to make the cursor blinks
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local now = system.get_time()
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local t = system.get_time() - core.blink_start
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if not next_step then -- compute the time until the next blink
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local t = now - core.blink_start
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local h = config.blink_period / 2
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local h = config.blink_period / 2
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local dt = math.ceil(t / h) * h - t
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local dt = math.ceil(t / h) * h - t
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system.wait_event(dt + 1 / config.fps)
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local cursor_time_to_wake = dt + 1 / config.fps
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next_step = now + cursor_time_to_wake
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end
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if time_to_wake > 0 and system.wait_event(math.min(next_step - now, time_to_wake)) then
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next_step = nil -- if we've recevied an event, perform a step
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end
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else
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else
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system.wait_event()
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system.wait_event()
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next_step = nil -- perform a step when we're not in focus if get we an event
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end
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end
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end
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else -- if we redrew, then make sure we only draw at most FPS/sec
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else
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local now = system.get_time()
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idle_iterations = 0
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local elapsed = now - core.frame_start
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local elapsed = system.get_time() - core.frame_start
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local next_frame = math.max(0, 1 / config.fps - elapsed)
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system.sleep(math.max(0, 1 / config.fps - elapsed))
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next_step = next_step or (now + next_frame)
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system.sleep(math.min(next_frame, time_to_wake))
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end
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end
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end
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end
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end
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end
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