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7 changed files with 338 additions and 209 deletions

View File

@@ -13,10 +13,6 @@ use sdl2::{AudioSubsystem, Sdl};
use tracing::debug;
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
///
/// Handles platform-specific setup, maintains consistent frame timing, and delegates
/// game logic to the contained `Game` instance. The app manages focus state to
/// optimize CPU usage when the window loses focus.
pub struct App {
pub game: Game,
last_tick: Instant,
@@ -29,19 +25,15 @@ pub struct App {
impl App {
/// Initializes SDL subsystems, creates the game window, and sets up the game state.
///
/// Performs comprehensive initialization including video/audio subsystems,
/// window creation with proper scaling, and canvas configuration. All SDL
/// resources are leaked to maintain 'static lifetimes required by the game architecture.
///
/// # Errors
///
/// Returns `GameError::Sdl` if any SDL initialization step fails, or propagates
/// errors from `Game::new()` during game state setup.
pub fn new() -> GameResult<Self> {
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
// TTF context is initialized within Game::new where it is leaked for font usage
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
let window = video_subsystem
@@ -103,8 +95,7 @@ impl App {
let texture_creator = canvas.texture_creator();
let game = Game::new(canvas, texture_creator, event_pump)?;
// game.audio.set_mute(cfg!(debug_assertions));
let game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
Ok(App {
game,

View File

@@ -12,11 +12,12 @@ use crate::map::direction::Direction;
use crate::systems::blinking::Blinking;
use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState};
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::SystemId;
use crate::systems::profiling::{SystemId, Timing};
use crate::systems::render::touch_ui_render_system;
use crate::systems::render::RenderDirty;
use crate::systems::{
self, combined_render_system, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId,
TouchState,
};
use crate::systems::{
audio_system, blinking_system, collision_system, directional_render_system, dirty_render_system, eaten_ghost_system,
@@ -88,10 +89,55 @@ impl Game {
/// errors, or entity initialization issues.
pub fn new(
mut canvas: Canvas<Window>,
ttf_context: sdl2::ttf::Sdl2TtfContext,
texture_creator: TextureCreator<WindowContext>,
mut event_pump: EventPump,
) -> GameResult<Game> {
// Disable uninteresting events
Self::disable_sdl_events(&mut event_pump);
let (backbuffer, mut map_texture, debug_texture, ttf_atlas) =
Self::setup_textures_and_fonts(&mut canvas, &texture_creator, ttf_context)?;
let audio = crate::audio::Audio::new();
let (mut atlas, map_tiles) = Self::load_atlas_and_map_tiles(&texture_creator)?;
canvas
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
let map = Map::new(constants::RAW_BOARD)?;
let (player_animation, player_start_sprite) = Self::create_player_animations(&atlas)?;
let player_bundle = Self::create_player_bundle(&map, player_animation, player_start_sprite);
let mut world = World::default();
let mut schedule = Schedule::default();
Self::setup_ecs(&mut world);
Self::insert_resources(
&mut world,
map,
audio,
atlas,
event_pump,
canvas,
backbuffer,
map_texture,
debug_texture,
ttf_atlas,
)?;
Self::configure_schedule(&mut schedule);
world.spawn(player_bundle).insert((Frozen, Hidden));
Self::spawn_ghosts(&mut world)?;
Self::spawn_items(&mut world)?;
Ok(Game { world, schedule })
}
fn disable_sdl_events(event_pump: &mut EventPump) {
for event_type in [
EventType::JoyAxisMotion,
EventType::JoyBallMotion,
@@ -109,9 +155,6 @@ impl Game {
EventType::ControllerTouchpadDown,
EventType::ControllerTouchpadMotion,
EventType::ControllerTouchpadUp,
// EventType::FingerDown, // Enable for touch controls
// EventType::FingerUp, // Enable for touch controls
// EventType::FingerMotion, // Enable for touch controls
EventType::DollarGesture,
EventType::DollarRecord,
EventType::MultiGesture,
@@ -128,11 +171,7 @@ impl Game {
EventType::TextInput,
EventType::TextEditing,
EventType::Display,
// EventType::Window,
EventType::MouseWheel,
// EventType::MouseMotion,
// EventType::MouseButtonDown, // Enable for desktop touch testing
// EventType::MouseButtonUp, // Enable for desktop touch testing
EventType::AppDidEnterBackground,
EventType::AppWillEnterForeground,
EventType::AppWillEnterBackground,
@@ -144,8 +183,18 @@ impl Game {
] {
event_pump.disable_event(event_type);
}
}
let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
fn setup_textures_and_fonts(
canvas: &mut Canvas<Window>,
texture_creator: &TextureCreator<WindowContext>,
ttf_context: sdl2::ttf::Sdl2TtfContext,
) -> GameResult<(
sdl2::render::Texture,
sdl2::render::Texture,
sdl2::render::Texture,
crate::texture::ttf::TtfAtlas,
)> {
let mut backbuffer = texture_creator
.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
@@ -156,31 +205,26 @@ impl Game {
.map_err(|e| GameError::Sdl(e.to_string()))?;
map_texture.set_scale_mode(ScaleMode::Nearest);
// Create debug texture at output resolution for crisp debug rendering
let output_size = constants::LARGE_CANVAS_SIZE;
let mut debug_texture = texture_creator
.create_texture_target(Some(sdl2::pixels::PixelFormatEnum::ARGB8888), output_size.x, output_size.y)
.map_err(|e| GameError::Sdl(e.to_string()))?;
// Debug texture is copied over the backbuffer, it requires transparency abilities
debug_texture.set_blend_mode(BlendMode::Blend);
debug_texture.set_scale_mode(ScaleMode::Nearest);
// Create debug text atlas for efficient debug rendering
let font_data: &'static [u8] = get_asset_bytes(Asset::Font)?.to_vec().leak();
let font_asset = RWops::from_bytes(font_data).map_err(|_| GameError::Sdl("Failed to load font".to_string()))?;
let debug_font = ttf_context
.load_font_from_rwops(font_asset, constants::ui::DEBUG_FONT_SIZE)
.map_err(|e| GameError::Sdl(e.to_string()))?;
let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(&texture_creator, &debug_font)?;
// Populate the atlas with actual character data
ttf_atlas.populate_atlas(&mut canvas, &texture_creator, &debug_font)?;
let mut ttf_atlas = crate::texture::ttf::TtfAtlas::new(texture_creator, &debug_font)?;
ttf_atlas.populate_atlas(canvas, texture_creator, &debug_font)?;
// Initialize audio system
let audio = crate::audio::Audio::new();
Ok((backbuffer, map_texture, debug_texture, ttf_atlas))
}
// Load atlas and create map texture
fn load_atlas_and_map_tiles(texture_creator: &TextureCreator<WindowContext>) -> GameResult<(SpriteAtlas, Vec<AtlasTile>)> {
let atlas_bytes = get_asset_bytes(Asset::AtlasImage)?;
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
if e.to_string().contains("format") || e.to_string().contains("unsupported") {
@@ -195,9 +239,8 @@ impl Game {
let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
};
let mut atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
let atlas = SpriteAtlas::new(atlas_texture, atlas_mapper);
// Create map tiles
let mut map_tiles = Vec::with_capacity(35);
for i in 0..35 {
let tile_name = GameSprite::Maze(MazeSprite::Tile(i)).to_path();
@@ -205,53 +248,35 @@ impl Game {
map_tiles.push(tile);
}
// Render map to texture
canvas
.with_texture_canvas(&mut map_texture, |map_canvas| {
MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
})
.map_err(|e| GameError::Sdl(e.to_string()))?;
Ok((atlas, map_tiles))
}
let map = Map::new(constants::RAW_BOARD)?;
// Create directional animated textures for Pac-Man
fn create_player_animations(atlas: &SpriteAtlas) -> GameResult<(DirectionalAnimation, AtlasTile)> {
let up_moving_tiles = [
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 0)).to_path())?,
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?,
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 0)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let down_moving_tiles = [
SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 0)).to_path(),
)?,
SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path(),
)?,
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 0)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let left_moving_tiles = [
SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 0)).to_path(),
)?,
SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path(),
)?,
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 0)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let right_moving_tiles = [
SpriteAtlas::get_tile(
&atlas,
atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 0)).to_path(),
)?,
SpriteAtlas::get_tile(
&atlas,
atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 1)).to_path(),
)?,
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
];
let moving_tiles = DirectionalTiles::new(
@@ -262,17 +287,13 @@ impl Game {
);
let up_stopped_tile =
SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?;
let down_stopped_tile = SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path(),
)?;
let left_stopped_tile = SpriteAtlas::get_tile(
&atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path(),
)?;
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Up, 1)).to_path())?;
let down_stopped_tile =
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Down, 1)).to_path())?;
let left_stopped_tile =
SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Moving(Direction::Left, 1)).to_path())?;
let right_stopped_tile = SpriteAtlas::get_tile(
&atlas,
atlas,
&GameSprite::Pacman(PacmanSprite::Moving(Direction::Right, 1)).to_path(),
)?;
@@ -283,7 +304,14 @@ impl Game {
TileSequence::new(&[right_stopped_tile]),
);
let player = PlayerBundle {
let player_animation = DirectionalAnimation::new(moving_tiles, stopped_tiles, 5);
let player_start_sprite = SpriteAtlas::get_tile(atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?;
Ok((player_animation, player_start_sprite))
}
fn create_player_bundle(map: &Map, player_animation: DirectionalAnimation, player_start_sprite: AtlasTile) -> PlayerBundle {
PlayerBundle {
player: PlayerControlled,
position: Position::Stopped {
node: map.start_positions.pacman,
@@ -295,50 +323,22 @@ impl Game {
movement_modifiers: MovementModifiers::default(),
buffered_direction: BufferedDirection::None,
sprite: Renderable {
sprite: SpriteAtlas::get_tile(&atlas, &GameSprite::Pacman(PacmanSprite::Full).to_path())?,
sprite: player_start_sprite,
layer: 0,
},
directional_animation: DirectionalAnimation::new(moving_tiles, stopped_tiles, 5),
directional_animation: player_animation,
entity_type: EntityType::Player,
collider: Collider {
size: constants::collider::PLAYER_GHOST_SIZE,
},
pacman_collider: PacmanCollider,
};
}
}
let mut world = World::default();
let mut schedule = Schedule::default();
EventRegistry::register_event::<GameError>(&mut world);
EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
world.insert_resource(BatchedLinesResource::new(&map, constants::LARGE_SCALE));
world.insert_resource(Self::create_ghost_animations(&atlas)?);
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime(0f32));
world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(systems::input::TouchState::default());
world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME,
));
world.insert_non_send_resource(atlas);
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(canvas)));
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(TtfAtlasResource(ttf_atlas));
world.insert_non_send_resource(AudioResource(audio));
fn setup_ecs(world: &mut World) {
EventRegistry::register_event::<GameError>(world);
EventRegistry::register_event::<GameEvent>(world);
EventRegistry::register_event::<AudioEvent>(world);
world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
@@ -347,7 +347,53 @@ impl Game {
}
},
);
}
#[allow(clippy::too_many_arguments)]
fn insert_resources(
world: &mut World,
map: Map,
audio: crate::audio::Audio,
atlas: SpriteAtlas,
event_pump: EventPump,
canvas: Canvas<Window>,
backbuffer: sdl2::render::Texture,
map_texture: sdl2::render::Texture,
debug_texture: sdl2::render::Texture,
ttf_atlas: crate::texture::ttf::TtfAtlas,
) -> GameResult<()> {
world.insert_non_send_resource(atlas);
world.insert_resource(Self::create_ghost_animations(world.non_send_resource::<SpriteAtlas>())?);
world.insert_resource(BatchedLinesResource::new(&map, constants::LARGE_SCALE));
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });
world.insert_resource(ScoreResource(0));
world.insert_resource(SystemTimings::default());
world.insert_resource(Timing::default());
world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime(0f32));
world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(CursorPosition::default());
world.insert_resource(TouchState::default());
world.insert_resource(StartupSequence::new(
constants::startup::STARTUP_FRAMES,
constants::startup::STARTUP_TICKS_PER_FRAME,
));
world.insert_non_send_resource(event_pump);
world.insert_non_send_resource::<&mut Canvas<Window>>(Box::leak(Box::new(canvas)));
world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_non_send_resource(TtfAtlasResource(ttf_atlas));
world.insert_non_send_resource(AudioResource(audio));
Ok(())
}
fn configure_schedule(schedule: &mut Schedule) {
let input_system = profile(SystemId::Input, systems::input::input_system);
let player_control_system = profile(SystemId::PlayerControls, systems::player_control_system);
let player_movement_system = profile(SystemId::PlayerMovement, systems::player_movement_system);
@@ -402,13 +448,9 @@ impl Game {
)
.chain(),
));
}
// Spawn player and attach initial state bundle
world.spawn(player).insert((Frozen, Hidden));
// Spawn ghosts
Self::spawn_ghosts(&mut world)?;
fn spawn_items(world: &mut World) -> GameResult<()> {
let pellet_sprite = SpriteAtlas::get_tile(
world.non_send_resource::<SpriteAtlas>(),
&GameSprite::Maze(MazeSprite::Pellet).to_path(),
@@ -418,7 +460,6 @@ impl Game {
&GameSprite::Maze(MazeSprite::Energizer).to_path(),
)?;
// Build a list of item entities to spawn from the map
let nodes: Vec<(NodeId, EntityType, AtlasTile, f32)> = world
.resource::<Map>()
.iter_nodes()
@@ -434,7 +475,6 @@ impl Game {
})
.collect();
// Construct and spawn the item entities
for (id, item_type, sprite, size) in nodes {
let mut item = world.spawn(ItemBundle {
position: Position::Stopped { node: id },
@@ -444,13 +484,11 @@ impl Game {
item_collider: ItemCollider,
});
// Make power pellets blink
if item_type == EntityType::PowerPellet {
item.insert((Frozen, Blinking::new(constants::ui::POWER_PELLET_BLINK_RATE)));
}
}
Ok(Game { world, schedule })
Ok(())
}
/// Creates and spawns all four ghosts with unique AI personalities and directional animations.
@@ -597,14 +635,20 @@ impl Game {
pub fn tick(&mut self, dt: f32) -> bool {
self.world.insert_resource(DeltaTime(dt));
// Note: We don't need to read the current tick here since we increment it after running systems
// Measure total frame time including all systems
let start = std::time::Instant::now();
self.schedule.run(&mut self.world);
let total_duration = start.elapsed();
// Record the total timing
if let Some(timings) = self.world.get_resource::<systems::profiling::SystemTimings>() {
timings.add_total_timing(total_duration);
// Increment tick counter and record the total timing
if let (Some(timings), Some(timing)) = (
self.world.get_resource::<systems::profiling::SystemTimings>(),
self.world.get_resource::<Timing>(),
) {
let new_tick = timing.increment_tick();
timings.add_total_timing(total_duration, new_tick);
}
let state = self

View File

@@ -152,11 +152,12 @@ fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
fn render_timing_display(
canvas: &mut Canvas<Window>,
timings: &SystemTimings,
current_tick: u64,
text_renderer: &TtfRenderer,
atlas: &mut TtfAtlas,
) {
// Format timing information using the formatting module
let lines = timings.format_timing_display();
let lines = timings.format_timing_display(current_tick);
let line_height = text_renderer.text_height(atlas) as i32 + 2; // Add 2px line spacing
let padding = 10;
@@ -208,6 +209,7 @@ pub fn debug_render_system(
batched_lines: &Res<BatchedLinesResource>,
debug_state: &Res<DebugState>,
timings: &Res<SystemTimings>,
timing: &Res<crate::systems::profiling::Timing>,
map: &Res<Map>,
colliders: &Query<(&Collider, &Position)>,
cursor: &Res<CursorPosition>,
@@ -329,5 +331,8 @@ pub fn debug_render_system(
}
// Render timing information in the top-left corner
render_timing_display(canvas, timings, &text_renderer, &mut ttf_atlas.0);
// Use previous tick since current tick is incomplete (frame is still running)
let current_tick = timing.get_current_tick();
let previous_tick = current_tick.saturating_sub(1);
render_timing_display(canvas, timings, previous_tick, &text_renderer, &mut ttf_atlas.0);
}

View File

@@ -12,7 +12,6 @@ use sdl2::{
EventPump,
};
use smallvec::{smallvec, SmallVec};
use tracing::{debug, info};
use crate::systems::components::DeltaTime;
use crate::{
@@ -298,19 +297,15 @@ pub fn input_system(
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
}
}
Event::Window { win_event, .. } => match win_event {
WindowEvent::Resized(w, h) => {
info!("Window resized to {}x{}", w, h);
Event::Window { win_event, .. } => {
if let WindowEvent::Resized(w, h) = win_event {
tracing::info!(width = w, height = h, event = ?win_event, "Window Resized");
}
_ => {
debug!("Window event: {:?}", win_event);
}
},
Event::RenderTargetsReset { .. } => {
// No-op
}
// Despite disabling this event, it's still received, so we ignore it explicitly.
Event::RenderTargetsReset { .. } => {}
_ => {
tracing::warn!("Unhandled event, consider disabling: {:?}", event);
tracing::warn!(event = ?event, "Unhandled Event");
}
}
}

View File

@@ -1,11 +1,11 @@
use bevy_ecs::system::IntoSystem;
use bevy_ecs::{resource::Resource, system::System};
use circular_buffer::CircularBuffer;
use micromap::Map;
use num_width::NumberWidth;
use parking_lot::Mutex;
use smallvec::SmallVec;
use std::fmt::Display;
use std::sync::atomic::{AtomicU64, Ordering};
use std::time::Duration;
use strum::{EnumCount, IntoEnumIterator};
use strum_macros::{EnumCount, EnumIter, IntoStaticStr};
@@ -16,6 +16,124 @@ const MAX_SYSTEMS: usize = SystemId::COUNT;
/// The number of durations to keep in the circular buffer.
const TIMING_WINDOW_SIZE: usize = 30;
/// A timing buffer that tracks durations and automatically inserts zero durations for skipped ticks.
#[derive(Debug, Default)]
pub struct TimingBuffer {
/// Circular buffer storing timing durations
buffer: CircularBuffer<TIMING_WINDOW_SIZE, Duration>,
/// The last tick when this buffer was updated
last_tick: u64,
}
impl TimingBuffer {
/// Adds a timing duration for the current tick.
///
/// # Panics
///
/// Panics if `current_tick` is less than `last_tick`, indicating time went backwards.
pub fn add_timing(&mut self, duration: Duration, current_tick: u64) {
if current_tick < self.last_tick {
panic!(
"Time went backwards: current_tick ({}) < last_tick ({})",
current_tick, self.last_tick
);
}
// Insert zero durations for any skipped ticks (but not the current tick)
if current_tick > self.last_tick {
let skipped_ticks = current_tick - self.last_tick - 1;
for _ in 0..skipped_ticks {
self.buffer.push_back(Duration::ZERO);
}
}
// Add the actual timing
self.buffer.push_back(duration);
self.last_tick = current_tick;
}
/// Gets statistics for this timing buffer.
///
/// # Panics
///
/// Panics if `current_tick` is less than `last_tick`, indicating time went backwards.
pub fn get_stats(&mut self, current_tick: u64) -> (Duration, Duration) {
// Insert zero durations for any skipped ticks since last update (but not the current tick)
if current_tick > self.last_tick {
let skipped_ticks = current_tick - self.last_tick - 1;
for _ in 0..skipped_ticks {
self.buffer.push_back(Duration::ZERO);
}
self.last_tick = current_tick;
}
// Calculate statistics using Welford's algorithm
let mut sample_count = 0u16;
let mut running_mean = 0.0;
let mut sum_squared_diff = 0.0;
let skip = self.last_tick.saturating_sub(current_tick);
for duration in self.buffer.iter().skip(skip as usize) {
let duration_secs = duration.as_secs_f32();
sample_count += 1;
let diff_from_mean = duration_secs - running_mean;
running_mean += diff_from_mean / sample_count as f32;
let diff_from_new_mean = duration_secs - running_mean;
sum_squared_diff += diff_from_mean * diff_from_new_mean;
}
if sample_count > 0 {
let variance = if sample_count > 1 {
sum_squared_diff / (sample_count - 1) as f32
} else {
0.0
};
(
Duration::from_secs_f32(running_mean),
Duration::from_secs_f32(variance.sqrt()),
)
} else {
(Duration::ZERO, Duration::ZERO)
}
}
}
/// A resource that tracks the current game tick using an atomic counter.
/// This ensures thread-safe access to the tick counter across systems.
#[derive(Resource, Debug)]
pub struct Timing {
/// Atomic counter for the current game tick
current_tick: AtomicU64,
}
impl Timing {
/// Creates a new Timing resource starting at tick 0
pub fn new() -> Self {
Self {
current_tick: AtomicU64::new(0),
}
}
/// Gets the current tick value
pub fn get_current_tick(&self) -> u64 {
self.current_tick.load(Ordering::Relaxed)
}
/// Increments the tick counter and returns the new value
pub fn increment_tick(&self) -> u64 {
self.current_tick.fetch_add(1, Ordering::Relaxed) + 1
}
}
impl Default for Timing {
fn default() -> Self {
Self::new()
}
}
#[derive(EnumCount, EnumIter, IntoStaticStr, Debug, PartialEq, Eq, Hash, Copy, Clone)]
pub enum SystemId {
Total,
@@ -43,33 +161,24 @@ pub enum SystemId {
impl Display for SystemId {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
// Use strum_macros::IntoStaticStr to get the static string
write!(f, "{}", Into::<&'static str>::into(self).to_ascii_lowercase())
}
}
#[derive(Resource, Debug)]
pub struct SystemTimings {
/// Map of system names to a queue of durations, using a circular buffer.
///
/// Uses a RwLock to allow multiple readers for the HashMap, and a Mutex on the circular buffer for exclusive access.
/// This is probably overkill, but it's fun to play with.
///
/// Also, we use a micromap::Map as the number of systems is generally quite small.
/// Just make sure to set the capacity appropriately, or it will panic.
///
/// Pre-populated with all SystemId variants during initialization to avoid runtime allocations
/// and allow systems to have default zero timings when they don't submit data.
pub timings: Map<SystemId, Mutex<CircularBuffer<TIMING_WINDOW_SIZE, Duration>>, MAX_SYSTEMS>,
/// Statically sized map of system names to timing buffers.
pub timings: micromap::Map<SystemId, Mutex<TimingBuffer>, MAX_SYSTEMS>,
}
impl Default for SystemTimings {
fn default() -> Self {
let mut timings = Map::new();
let mut timings = micromap::Map::new();
// Pre-populate with all SystemId variants to avoid runtime allocations
// and provide default zero timings for systems that don't submit data
for id in SystemId::iter() {
timings.insert(id, Mutex::new(CircularBuffer::new()));
timings.insert(id, Mutex::new(TimingBuffer::default()));
}
Self { timings }
@@ -77,60 +186,39 @@ impl Default for SystemTimings {
}
impl SystemTimings {
pub fn add_timing(&self, id: SystemId, duration: Duration) {
pub fn add_timing(&self, id: SystemId, duration: Duration, current_tick: u64) {
// Since all SystemId variants are pre-populated, we can use a simple read lock
let queue = self
let buffer = self
.timings
.get(&id)
.expect("SystemId not found in pre-populated map - this is a bug");
queue.lock().push_back(duration);
buffer.lock().add_timing(duration, current_tick);
}
/// Add timing for the Total system (total frame time including scheduler.run)
pub fn add_total_timing(&self, duration: Duration) {
self.add_timing(SystemId::Total, duration);
pub fn add_total_timing(&self, duration: Duration, current_tick: u64) {
self.add_timing(SystemId::Total, duration, current_tick);
}
pub fn get_stats(&self) -> Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
let mut stats = Map::new();
pub fn get_stats(&self, current_tick: u64) -> micromap::Map<SystemId, (Duration, Duration), MAX_SYSTEMS> {
let mut stats = micromap::Map::new();
// Iterate over all SystemId variants to ensure every system has an entry
for id in SystemId::iter() {
let queue = self
let buffer = self
.timings
.get(&id)
.expect("SystemId not found in pre-populated map - this is a bug");
let queue_guard = queue.lock();
if queue_guard.is_empty() {
// Return zero timing for systems that haven't submitted any data
stats.insert(id, (Duration::ZERO, Duration::ZERO));
continue;
}
let durations: Vec<f64> = queue_guard.iter().map(|d| d.as_secs_f64() * 1000.0).collect();
let count = durations.len() as f64;
let sum: f64 = durations.iter().sum();
let mean = sum / count;
let variance = durations.iter().map(|x| (x - mean).powi(2)).sum::<f64>() / (count - 1.0).max(1.0);
let std_dev = variance.sqrt();
stats.insert(
id,
(
Duration::from_secs_f64(mean / 1000.0),
Duration::from_secs_f64(std_dev / 1000.0),
),
);
let (average, standard_deviation) = buffer.lock().get_stats(current_tick);
stats.insert(id, (average, standard_deviation));
}
stats
}
pub fn format_timing_display(&self) -> SmallVec<[String; SystemId::COUNT]> {
let stats = self.get_stats();
pub fn format_timing_display(&self, current_tick: u64) -> SmallVec<[String; SystemId::COUNT]> {
let stats = self.get_stats(current_tick);
// Get the Total system metrics instead of averaging all systems
let (total_avg, total_std) = stats
@@ -177,8 +265,9 @@ where
system.run((), world);
let duration = start.elapsed();
if let Some(timings) = world.get_resource::<SystemTimings>() {
timings.add_timing(id, duration);
if let (Some(timings), Some(timing)) = (world.get_resource::<SystemTimings>(), world.get_resource::<Timing>()) {
let current_tick = timing.get_current_tick();
timings.add_timing(id, duration, current_tick);
}
}
}

View File

@@ -317,6 +317,7 @@ pub fn combined_render_system(
batched_lines: Res<BatchedLinesResource>,
debug_state: Res<DebugState>,
timings: Res<SystemTimings>,
timing: Res<crate::systems::profiling::Timing>,
map: Res<Map>,
dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
@@ -367,6 +368,7 @@ pub fn combined_render_system(
&batched_lines,
&debug_state,
&timings,
&timing,
&map,
&colliders,
&cursor,
@@ -381,11 +383,13 @@ pub fn combined_render_system(
}
// Record timings for each system independently
let current_tick = timing.get_current_tick();
if let Some(duration) = render_duration {
timings.add_timing(SystemId::Render, duration);
timings.add_timing(SystemId::Render, duration, current_tick);
}
if let Some(duration) = debug_render_duration {
timings.add_timing(SystemId::DebugRender, duration);
timings.add_timing(SystemId::DebugRender, duration, current_tick);
}
}

View File

@@ -22,18 +22,18 @@ macro_rules! assert_close {
fn test_timing_statistics() {
let timings = SystemTimings::default();
// 10ms average, 2ms std dev
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10));
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12));
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8));
// Add consecutive timing measurements (no skipped ticks to avoid zero padding)
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10), 1);
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12), 2);
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8), 3);
// 2ms average, 1ms std dev
timings.add_timing(SystemId::Blinking, Duration::from_millis(3));
timings.add_timing(SystemId::Blinking, Duration::from_millis(2));
timings.add_timing(SystemId::Blinking, Duration::from_millis(1));
// Add consecutive timing measurements for another system
timings.add_timing(SystemId::Blinking, Duration::from_millis(3), 1);
timings.add_timing(SystemId::Blinking, Duration::from_millis(2), 2);
timings.add_timing(SystemId::Blinking, Duration::from_millis(1), 3);
{
let stats = timings.get_stats();
let stats = timings.get_stats(3);
let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
assert_close!(*avg, Duration::from_millis(10), "PlayerControls average timing");
@@ -49,9 +49,9 @@ fn test_default_zero_timing_for_unused_systems() {
let timings = SystemTimings::default();
// Add timing data for only one system
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(5));
timings.add_timing(SystemId::PlayerControls, Duration::from_millis(5), 1);
let stats = timings.get_stats();
let stats = timings.get_stats(1);
// Verify all SystemId variants are present in the stats
let expected_count = SystemId::iter().count();
@@ -86,12 +86,13 @@ fn test_pre_populated_timing_entries() {
// Verify that we can add timing to any SystemId without panicking
// (this would fail with the old implementation if the entry didn't exist)
// Use the same tick for all systems to avoid zero-padding
for id in SystemId::iter() {
timings.add_timing(id, Duration::from_nanos(1));
timings.add_timing(id, Duration::from_nanos(1), 1);
}
// Verify all systems now have non-zero timing
let stats = timings.get_stats();
let stats = timings.get_stats(1);
for id in SystemId::iter() {
let (avg, _) = stats.get(&id).unwrap();
assert!(
@@ -107,11 +108,11 @@ fn test_total_system_timing() {
let timings = SystemTimings::default();
// Add some timing data to the Total system
timings.add_total_timing(Duration::from_millis(16));
timings.add_total_timing(Duration::from_millis(18));
timings.add_total_timing(Duration::from_millis(14));
timings.add_total_timing(Duration::from_millis(16), 1);
timings.add_total_timing(Duration::from_millis(18), 2);
timings.add_total_timing(Duration::from_millis(14), 3);
let stats = timings.get_stats();
let stats = timings.get_stats(3);
let (avg, std_dev) = stats.get(&SystemId::Total).unwrap();
// Should have 16ms average (16+18+14)/3 = 16ms