示例#1
0
 /*
   Update the current clock's tick count based on a given interval
   of real time and the clock's time scale and pause state.
   
   Typically, this interval will be computed using a clock that
   measures time in the "real" world.
 */
 void simphys::Clock::update(float dt)
 {
    int f;
    //std::cout << "here" << f << std::endl;
    if(not paused)
       ticks += secondsToTicks(dt) * timeScale;
 }
示例#2
0
//-------------------------------------------------------------------------------------
void Archiver::tick()
{
	int32 periodInTicks = secondsToTicks(ServerConfig::getSingleton().getBaseApp().archivePeriod, 0);
	if (periodInTicks == 0)
		return;

	if (archiveIndex_ >= periodInTicks)
	{
		this->createArchiveTable();
	}

	// 算法如下:
	// base的数量 * idx / tick周期 = 每次在vector中移动的一个区段
	// 这个区段在每个gametick进行处理, 刚好平滑的在periodInTicks中处理完任务
	// 如果archiveIndex_ >= periodInTicks则重新产生一次随机序列
	int size = backupEntityIDs_.size();
	int startIndex = size * archiveIndex_ / periodInTicks;

	++archiveIndex_;

	int endIndex   = size * archiveIndex_ / periodInTicks;

	for (int i = startIndex; i < endIndex; ++i)
	{
		Base * pBase = Baseapp::getSingleton().findEntity(backupEntityIDs_[i]);
		
		if(pBase && pBase->hasDB())
		{
			this->archive(*pBase);
		}
	}
}
示例#3
0
    /*
      Constructor. We pass in a starting time, which may default to
      zero.
    */
    simphys::Clock::Clock(float startTime = 0.0f)
    {
    freq = 1000000.f; 
timeScale = 1.0f; 
paused = false;
       ticks = secondsToTicks(startTime);
    }