Timing-Test
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@ -17,31 +17,20 @@ public class GameThread extends Thread {
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private long lastFrame;
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private long lastFrame;
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/**
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/**
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* 60FPS => 1/60 in nanoseconds.
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* 60FPS => 1/60s in nanoseconds (10^-9).
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*/
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*/
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private long frameTime = 16666666L;
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private long frameTime = (1000L*1000L*1000L) / 60L;
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public GameThread(GameFrame gf) {
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public GameThread(GameFrame gf) {
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this.setName("GameThread");
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this.setName("GameThread");
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this.gf = gf;
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this.gf = gf;
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// this.setPriority(Thread.MAX_PRIORITY);
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}
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}
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public void run() {
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public void run() {
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final GameFrame gf = this.gf; // :'-(
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final GameFrame gf = this.gf; // :'-(
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this.lastFrame = System.nanoTime();
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while (true) {
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while (true) {
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//If we have to wait for more than 1.5ms, sleep 1ms
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long frameStart = System.nanoTime();
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if((System.nanoTime() - this.lastFrame) > 1500000) {
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try {
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Thread.sleep(1); //wait 1 ms
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} catch(InterruptedException e) {
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System.err.println(e.getStackTrace());
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}
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continue;
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}
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//If we have to wait for less than 1.5ms, wait manually
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while((this.frameTime - (System.nanoTime() - this.lastFrame)) > 100);
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//Update all the entities
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//Update all the entities
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this.updateBackgrounds();
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this.updateBackgrounds();
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@ -53,8 +42,27 @@ public class GameThread extends Thread {
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gf.draw();
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gf.draw();
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}
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}
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});
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});
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//Update time for the last frame
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this.lastFrame = System.nanoTime();
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long frameDone = System.nanoTime();
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long workTime = (frameDone - frameStart);
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//System.out.println("Arbeitszeit: " + (workTime) + "ns");
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long timeToWait = this.frameTime - workTime;
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long msToWait = timeToWait / 1000000;
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//wait using sleep for bigger intervals
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if(msToWait > 1) {
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try {
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Thread.sleep(msToWait);
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} catch(InterruptedException e) {
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System.err.println(e.getStackTrace());
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}
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}
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System.out.println("1: " + (System.nanoTime() - frameStart));
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System.out.println("2: " + (System.nanoTime() - frameStart));
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System.out.println("3: " + (System.nanoTime() - frameStart));
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System.out.println("4: " + (System.nanoTime() - frameStart));
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System.out.println("5: " + (System.nanoTime() - frameStart));
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}
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}
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}
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}
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