The Nebula Device 3: FrameSync::FrameSyncTimer Class Reference

The Nebula Device 3

FrameSync::FrameSyncTimer Class Reference

#include <framesynctimer.h>

Inheritance diagram for FrameSync::FrameSyncTimer:

Core::RefCounted

Detailed Description

A thread-local time source object which is synchronized with the sync point in the FrameSyncHandlerThread. Time values are thread-locally cached and thus no thread-synchronization is necessary when reading time values. FrameSyncTimer objects are updated inside the FrameSyncHandler::ArriveAtSyncPoint() method.

Threads interested in the master time create a FrameSyncTimer singleton and register it with FrameSyncHandlerThread through the GraphicsInterface singleton.

Please note that when calling the Start()/Stop()/Reset() methods, that the ENTIRE master time will be affected (these methods go straight through to the FrameSyncHandler object).

(C) 2009 Radon Labs GmbH

Public Member Functions

 FrameSyncTimer ()
 constructor
virtual ~FrameSyncTimer ()
 destructor
void Setup ()
 setup the object
void Discard ()
 discard the object
bool IsValid () const
 return true if object is valid
void UpdateTimePolling ()
 update the time through polling, only necessary for threads other then render/game thread!
void StartTime ()
 start the master time (DON'T CALL FREQUENTLY!)
void StopTime ()
 stop the master time (DON'T CALL FREQUENTLY!)
void ResetTime ()
 reset the master time (DON'T CALL FREQUENTLY!)
bool IsTimeRunning () const
 return true if master time is running (DON'T CALL FREQUENTLY!)
Timing::Time GetTime () const
 get current time
Timing::Tick GetTicks () const
 get current time in ticks
Timing::Time GetFrameTime () const
 get current frame time
Timing::Tick GetFrameTicks () const
 get current frame time ins ticks
IndexT GetFrameCount () const
 get current frame count
void SetTimeFactor (Timing::Time factor)
 set time factor
Timing::Time GetTimeFactor () const
 get time factor
Timing::Time GetScaledTime () const
 get scaled time
Timing::Time GetScaledFrameTime () const
 get scaled time
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Member Function Documentation

void FrameSync::FrameSyncTimer::Setup (  ) 

setup the object

Query master time from the FrameSyncHandlerThread once at creation time. This is safe but slow, but necessary to immediately provide a valid time stamp in the first frame.

void FrameSync::FrameSyncTimer::UpdateTimePolling (  ) 

update the time through polling, only necessary for threads other then render/game thread!

Update the time by polling the FrameSyncHandlerThread singleton. This requires a CriticalSection to be taken and should not be used for threads which run in lockstep mode (i.e. the game thread or the render thread) since these will update their time automatically during the frame-sync-point.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.