Open konsumer opened 2 years ago
I started working on idea here and made @RobLoach and @twuky collabs. Current repo illustrates issue where the external-computed & raylib FPS seem to disagree. If you run it, you will see different numbers for real FPS vs DrawFPS, and it will show TICK
on console every second (to show that the timeouts are right.) Maybe it's ok to just use a seperate FPS, if you need that. This works great otherwise, but it might be weird if someone is trying to do DrawFPS.
I tried several variations, like moving the await MaintainFPS(60)
inside the loop (before/after BeginDrawing/EndDrawing) and even making a totally different style loop that uses setTimeout
and none seemed to make a difference:
let i = 0
const getWaitTime = targetFPS => {
const timetarget = 1 / targetFPS
const timeframe = r.GetFrameTime()
const waittime = (timetarget - timeframe) * 2000
console.log(i++ % targetFPS === 0 ? 'TICK' : '')
return waittime > 0 ? waittime : 0
}
function draw () {
if (r.WindowShouldClose()) {
r.CloseWindow()
} else {
r.BeginDrawing()
r.ClearBackground(r.RAYWHITE)
r.DrawText('Congrats! You created your first window!', 190, 200, 20, r.LIGHTGRAY)
r.DrawFPS(10, 10)
r.EndDrawing()
setTimeout(draw, getWaitTime(60))
}
}
draw()
Here is what seems to be the correct TICK
timing, but it shows 400-1000 in DrawFPS
:
I will probably use this anyway, in my own project, because it makes things work right (like console.log and async input callbacks) but it may not be a good thing to add to node-raylib, I'm not sure.
WindowShouldClose() already handles this. Given you use SetTargetFPS(0)
... Albeit it's not async, but you can see that it calls glfwWaitEvents()
on desktop, and emscripten_sleep()
on web.... I guess that's what you're trying to achieve is have the game loop become async?
You can just have a game loop with SetTargetFPS(0)
. SetTargetFPS() will make it so that the loop is only called once every x seconds. Like you said, I don't believe this should be part of the core raylib package, but could of course live elsewhere!
I tried with SetTargetFPS(0)
and without and it had the same results. I mean, it works, but it thinks it's a different FPS than it really is. It effects other things, like music, too. I noticed that setting vsync gets it closer, at least on my desktop:
r.SetConfigFlags(r.FLAG_VSYNC_HINT)
r.InitWindow(320, 240, 'demo')
Control of the node event loop is limited. The loop must be activated with macro tasks or it will sleep. Micro tasks are aggressively drained. raylib can hit vsync, which is effectively a sleep. And, raylib has it's own sleep logic in it's main loop. The reality is that the main loop will not be perfect. Here is how I would approach it:
The node event loop should look like this, running at the desired FPS.
The raylib frame sleep time calculation would be considering the node event processing time. Not ideal, but it's what we got. The node application should not need to do frame time calculations for sleep. The node application should use setImmediate() or setTimeout(0) to schedule the next frame.
The user shouldn't have to worry about this too much.
Here is a very rough sketch of what the api could look like. Make the node specific behavior clear without changing the raylib C apis.
// this object/class provided by node-raylib
const MainLoop = {
run() {
this.onInit()
this.runFrame()
}
runFrame() {
if (r.WindowShouldClose()) {
this.onClose()
}
this.onFrame()
setImmediate(() => this.runFrame())
}
}
// user fills in events
MainLoop.onInit = () => {
r.InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window")
}
MainLoop.onFrame = () => {
r.BeginDrawing();
r.ClearBackground(r.RAYWHITE)
r.DrawText("Congrats! You created your first node-raylib window!", 120, 200, 20, r.LIGHTGRAY)
r.EndDrawing()
}
MainLoop.onClose = () => {
r.CloseWindow()
}
MainLoop.run()
await MaintainFPS(60)
works using this, raylib just tracks the wrong FPS. I think this would still have the same problems with FPS, and I'm not sure it improves on that simple (kind of like raylib, but async) API.
Along similar lines, this seems simpler, but I still think I like my MaintainFPS
better:
// IMPLEMENTATION
function mainLoop (update, exit) {
if (r.WindowShouldClose()) {
exit()
} else {
update()
setImmediate(() => mainLoop(update, exit))
}
}
// USAGE
r.InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window")
const update = () => {
r.BeginDrawing()
r.ClearBackground(r.RAYWHITE)
r.DrawText("Congrats! You created your first node-raylib window!", 120, 200, 20, r.LIGHTGRAY)
r.EndDrawing()
}
const close = () => r.CloseWindow()
mainLoop(update, close)
It should also be noted these just run as fast as they can within the event-loop, there is no framerate-limiting or anything.
Its possible to call a callback function from the native addon. So in theory we could create a promise in the JS wrapper for the function, pass promise.resolve into the native addon and have it resolve it after whatever raylib call needs to be done.
looks like this may be a good example using the c99 napi? https://github.com/theapi/napi_async_promise/blob/master/src/addon.c
In order for the node application to continue running, it will need a macro task registered. The while loop in the examples needs to be broken up into slices, which will require a callback. There are lots of different ways to express this in API, but let's make sure we understand the problem.
The secondary issue with MaintainFPS is that it is an async function. With how the examples are structured, it would need to be implemented with a top level await, which is not supported by CommonJS / require.
The main issue with MaintainFPS is it does not work. The function returns a resolved promise, via return, or an unresolved promise, via a wrapped timeout. When index.js is evaluated, it will get to MaintainFPS and a promise will be returned. The await will halt javascript execution. If the promise is not resolved, node will return to processing it's main uv loop. If the promise is resolved, a job will be put on the micro task queue. Node will drain the micro task queue before returning to the uv loop. That means JS execution will continue in index.js at that await point. (If more items are added to the micro task queue, they must be drained before returning to the uv loop.)
The comments in MaintainFPS mention a fast and slow behavior. Sometimes the loop is executed back to back when draining the micro task queue and other times the setTimeout gets the macro task queue involved. The raylib FPS calculations will be sporadic because the frame is happening in different places. And, MaintainFPS introduces a wait using the time of the previous frame. All of this would result in the fast/slow frame behavior.
I think I understand the node side of things, but the node issues could be masking something at a lower level.
Native callbacks will not fix the issue.
Also, if top level awaits were possible, something like this would work:
r.WindowShouldCloseAsync = () => new Promise((resolve, reject) => setImmediate(() => r.WindowShouldClose()))
while (await r.WindowShouldCloseAsync()) {
// do frame
}
In order for the node application to continue running, it will need a macro task registered. The while loop in the examples needs to be broken up into slices, which will require a callback. There are lots of different ways to express this in API, but let's make sure we understand the problem.
I'm not sure I follow. Who says we "need a macro task registered" or it "needs to be broken up into slices"? I'm not really against implementing it either way, but I like the shape of my API better. Maybe it's just because I don't understand the issue with my approach, but it seems like an overly-complicated way to do roughly the same thing, with 3 callbacks instead of none.
The main issue with MaintainFPS is it does not work.
My example works fine and other async tasks running alongside it seem to work ok. How does it not work for you?
The secondary issue with MaintainFPS is that it is an async function. With how the examples are structured, it would need to be implemented with a top level await, which is not supported by CommonJS / require.
top-level await
for esm is fine, and you can wrap in async
function in CommonJS. This seems like a non-issue to me, similar to saying "fetch
requires top-level awaits so we shouldn't use it". A generator or callback could also be used, if promises are a sticking point, but I think it's much more ergonomic using promises.
Here it is for commonjs:
const r = require('raylib')
const { MaintainFPS } = require('./async.js')
async function demo () {
r.InitWindow(800, 450, 'raylib [async] example - async game-loop')
while (await MaintainFPS(60)) {
r.BeginDrawing()
r.ClearBackground(r.RAYWHITE)
r.DrawText('Congrats! You created your first window!', 190, 200, 20, r.LIGHTGRAY)
r.EndDrawing()
}
r.CloseWindow()
}
demo()
Also, if top level awaits were possible, something like this would work:
This doesn't maintain a specific FPS though. Using SetTargetFPS
makes the node-side code blocking (it uses sleep
and freezes event-loop.)
Who says we "need a macro task registered" or it "needs to be broken up into slices"?
The node event loop that's who.
In fact, I will clearImmediate() on this conversation and my process will exit(). Good luck!
In fact, I will clearImmediate() on this conversation and my process will exit().
@dananderson Hmm, obviously that is up to you, but I am really just trying to understand why an object with onInit
/onFrame
/onClose
is better. My single-function seems to work well with async (and not break anything with node event-loop) and is simpler to use, so again, I'm not at all against doing it your way, but I need to understand why it's better before I can say "yep, that is the way to go." I have no ego-attachment to my dumb little thing (neither of our solutions is very complicated) just an interest in making the API as easy to use as it can be, and still do what it needs to.
I think having a WindowShouldCloseAsync()
or similar async function in node-raylib directly would be super worth it! :+1:
I think having a WindowShouldCloseAsync() or similar async function in node-raylib directly would be super worth it! 👍
Agreed. Originally we talked about it as a totally separate thing, but I could see it being really useful as part of node-raylib. I think the main problem is that both solutions discussed here don't correctly calculate FPS, and mess up other timing things (like music streaming) so those functions would also need to be adjusted.
Definitely. Was originally thinking since it's outside the implemntation of raylib's core functionality, it does make sense to have it directly in there, since it does make async things work "properly".
I was thinking about how prevalent async control-structure is in nodejs (callbacks, promises, async/await), and how weird it gets if you use the standard
SetTargetFPS
/WindowShouldClose
loop, and how I could make it still feel very "raylib ish" but also work well, and I came up with this:I think if
MaintainFPS
resolved to current real FPS, that might be cool, and serve the double-function of getting FPS and also returning a number/false (to close.)I couldn't put this in our own project, in an example, because it mixes cjs and mjs, but I use it here, since it makes top-level async possible (so simpler syntax.) In a normal es6 node project, it would work fine.
If this seems like a sensible feature, I will make a PR for it.
Related: #130