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Make sure timestamps are consistent with use of Int64.

This commit is contained in:
EliteMasterEric 2023-08-04 11:13:41 -04:00
parent 49622f2441
commit 13671cf290
2 changed files with 8 additions and 4 deletions

View file

@ -84,6 +84,11 @@ class PreciseInputManager extends FlxKeyManager<FlxKey, PreciseInputList>
};
}
/**
* Convert from int to Int64.
*/
static final NS_PER_MS:Int64 = Constants.NS_PER_MS;
/**
* Returns a precise timestamp, measured in nanoseconds.
* Timestamp is only useful for comparing against other timestamps.
@ -97,11 +102,11 @@ class PreciseInputManager extends FlxKeyManager<FlxKey, PreciseInputList>
// NOTE: This timestamp isn't that precise on standard HTML5 builds.
// This is because of browser safeguards against timing attacks.
// See https://web.dev/coop-coep to enable headers which allow for more precise timestamps.
return haxe.Int64.fromFloat(js.Browser.window.performance.now() * Constants.NS_PER_MS);
return haxe.Int64.fromFloat(js.Browser.window.performance.now()) * NS_PER_MS;
#elseif cpp
// NOTE: If the game hard crashes on this line, rebuild Lime!
// `lime rebuild windows -clean`
return lime._internal.backend.native.NativeCFFI.lime_sdl_get_ticks() * Constants.NS_PER_MS;
return lime._internal.backend.native.NativeCFFI.lime_sdl_get_ticks() * NS_PER_MS;
#else
throw "Eric didn't implement precise timestamps on this platform!";
#end

View file

@ -2326,8 +2326,7 @@ class PlayState extends MusicBeatSubState
vocals.playerVolume = 1;
// Calculate the input latency (do this as late as possible).
var currentTimestampNs:Int64 = PreciseInputManager.getCurrentTimestamp();
var inputLatencyMs:Float = haxe.Int64.toInt(currentTimestampNs - input.timestamp) / Constants.NS_PER_MS;
var inputLatencyMs:Float = haxe.Int64.toInt(PreciseInputManager.getCurrentTimestamp() - input.timestamp) / 1000.0 / 1000.0;
trace('Input: ${daNote.noteData.getDirectionName()} pressed ${inputLatencyMs}ms ago!');
// Get the offset and compensate for input latency.