feat(timer): improve high-FPS timing with high-resolution Windows clock

This commit is contained in:
daoge_cmd
2026-03-03 00:31:47 +08:00
parent a4691f58e8
commit bbb199c2a2
3 changed files with 21 additions and 4 deletions

View File

@@ -22,8 +22,9 @@ void Timer::advanceTime()
{ {
__int64 nowMs = System::currentTimeMillis(); __int64 nowMs = System::currentTimeMillis();
__int64 passedMs = nowMs - lastMs; __int64 passedMs = nowMs - lastMs;
__int64 msSysTime = System::nanoTime() / 1000000;
double now = msSysTime / 1000.0; // 4J - Use high-resolution timer for 'now' in seconds
double now = System::nanoTime() / 1000000000.0;
if (passedMs > 1000) if (passedMs > 1000)
@@ -39,6 +40,7 @@ void Timer::advanceTime()
accumMs += passedMs; accumMs += passedMs;
if (accumMs > 1000) if (accumMs > 1000)
{ {
__int64 msSysTime = (__int64)(now * 1000.0);
__int64 passedMsSysTime = msSysTime - lastMsSysTime; __int64 passedMsSysTime = msSysTime - lastMsSysTime;
double adjustTimeT = accumMs / (double) passedMsSysTime; double adjustTimeT = accumMs / (double) passedMsSysTime;
@@ -49,7 +51,7 @@ void Timer::advanceTime()
} }
if (accumMs < 0) if (accumMs < 0)
{ {
lastMsSysTime = msSysTime; lastMsSysTime = (__int64)(now * 1000.0);
} }
} }
lastMs = nowMs; lastMs = nowMs;
@@ -68,7 +70,6 @@ void Timer::advanceTime()
if (ticks > MAX_TICKS_PER_UPDATE) ticks = MAX_TICKS_PER_UPDATE; if (ticks > MAX_TICKS_PER_UPDATE) ticks = MAX_TICKS_PER_UPDATE;
a = passedTime; a = passedTime;
} }
void Timer::advanceTimeQuickly() void Timer::advanceTimeQuickly()

View File

@@ -52,7 +52,22 @@ void System::arraycopy(arrayWithLength<int> src, unsigned int srcPos, arrayWithL
//The current value of the system timer, in nanoseconds. //The current value of the system timer, in nanoseconds.
__int64 System::nanoTime() __int64 System::nanoTime()
{ {
#if defined _WINDOWS64 || defined _XBOX || defined _WIN32
static LARGE_INTEGER s_frequency = { 0 };
if (s_frequency.QuadPart == 0)
{
QueryPerformanceFrequency(&s_frequency);
}
LARGE_INTEGER counter;
QueryPerformanceCounter(&counter);
// Using double to avoid 64-bit overflow during multiplication for long uptime
// Precision is sufficient for ~100 days of uptime.
return (__int64)((double)counter.QuadPart * 1000000000.0 / (double)s_frequency.QuadPart);
#else
return GetTickCount() * 1000000LL; return GetTickCount() * 1000000LL;
#endif
} }
//Returns the current time in milliseconds. Note that while the unit of time of the return value is a millisecond, //Returns the current time in milliseconds. Note that while the unit of time of the return value is a millisecond,

View File

@@ -16,6 +16,7 @@ This project contains the source code of Minecraft Legacy Console Edition v1.3.0
- Added support for keyboard and mouse input - Added support for keyboard and mouse input
- Added fullscreen mode support (toggle using F11) - Added fullscreen mode support (toggle using F11)
- Disabled V-Sync for better performance - Disabled V-Sync for better performance
- Added a high-resolution timer path on Windows for smoother high-FPS gameplay timing
- Device's screen resolution will be used as the game resolution instead of using a fixed resolution (1920x1080) - Device's screen resolution will be used as the game resolution instead of using a fixed resolution (1920x1080)
## Controls (Keyboard & Mouse) ## Controls (Keyboard & Mouse)