void frametimer_object_t::test<3>() { clock_t t1 = clock(); ms_sleep(200); clock_t t2 = clock(); clock_t elapsed = t2 - t1 + 1; std::cout << "Note: using clock(), ms_sleep() actually took " << (long)elapsed << "ms" << std::endl; F64 seconds_since_epoch = LLFrameTimer::getTotalSeconds(); seconds_since_epoch += 2.0; LLFrameTimer timer; timer.setExpiryAt(seconds_since_epoch); /* * Note that the ms_sleep(200) below is only guaranteed to return * in 200ms _or_more_, so it should be true that by the 10th * iteration we've gotten to the 2 seconds requested above * and the timer should expire, but it can expire in fewer iterations * if one or more of the ms_sleep calls takes longer. * (as it did when we moved to Mac OS X 10.10) */ int iterations_until_expiration = 0; while ( !timer.hasExpired() ) { ms_sleep(200); LLFrameTimer::updateFrameTime(); iterations_until_expiration++; } ensure("timer took too long to expire", iterations_until_expiration <= 10); }
void frametimer_object_t::test<2>() { F64 seconds_since_epoch = LLFrameTimer::getTotalSeconds(); seconds_since_epoch += 10.0; LLFrameTimer timer; timer.setExpiryAt(seconds_since_epoch); F64 expires_at = timer.expiresAt(); ensure_distance( "set expiry matches get expiry 1", expires_at, seconds_since_epoch, 0.001); seconds_since_epoch += 10.0; timer.setExpiryAt(seconds_since_epoch); expires_at = timer.expiresAt(); ensure_distance( "set expiry matches get expiry 2", expires_at, seconds_since_epoch, 0.001); }
void frametimer_object_t::test<3>() { F64 seconds_since_epoch = LLFrameTimer::getTotalSeconds(); seconds_since_epoch += 2.0; LLFrameTimer timer; timer.setExpiryAt(seconds_since_epoch); ensure("timer not expired on create", !timer.hasExpired()); int ii; for(ii = 0; ii < 10; ++ii) { ms_sleep(150); LLFrameTimer::updateFrameTime(); } ensure("timer not expired after a bit", !timer.hasExpired()); for(ii = 0; ii < 10; ++ii) { ms_sleep(100); LLFrameTimer::updateFrameTime(); } ensure("timer expired", timer.hasExpired()); }