namespace Age.Engine.Hosting;
/// Host-owned virtual clock. Godot advances it from real elapsed time; presentation-service waits,
/// sleeps, and retained graphics consume this timebase. Ordinary opcode bursts are not clock-throttled.
/// Fractional milliseconds are retained so diagnostic
/// slow motion does not stall on high-refresh displays.
public sealed class FrameClock
{
private long _nowMs;
private double _fractionalMs;
/// Monotonic virtual time in milliseconds (scaled by Speed).
public long NowMs => System.Threading.Interlocked.Read(ref _nowMs);
/// Speed multiplier. 1.0 = normal. A lower diagnostic value slows sleeps and retained
/// presentation clocks; ordinary opcode bursts still run to the next service boundary.
public double Speed = 1.0;
/// Legacy calibration retained for the isolated WallClockOpPacer tests. Production Godot no
/// longer uses an opcode-rate limiter; native presentation tracing disproved this as scheduler state.
public double OpsPerSecond = 200.0;
/// Advance the clock by one rendered frame's real delta (seconds), scaled by Speed.
public void Advance(double realDeltaSeconds)
{
double scaled = realDeltaSeconds * 1000.0 * Speed + _fractionalMs;
long whole = (long)System.Math.Floor(scaled);
_fractionalMs = scaled - whole;
if (whole > 0) System.Threading.Interlocked.Add(ref _nowMs, whole);
}
}
/// Legacy isolated rate-limiter utility. It is not used by production hosts; ordinary native opcode
/// execution is burst-fast between explicit presentation/sleep/input service boundaries.
public sealed class WallClockOpPacer
{
private readonly FrameClock _clock;
private bool _started;
private long _epochMs;
private long _completed;
public WallClockOpPacer(FrameClock clock) => _clock = clock;
public void OpcodeCompleted()
{
if (!_started)
{
_started = true;
_epochMs = _clock.NowMs;
_completed = 0;
}
_completed++;
}
/// Whether the next opcode may execute at the clock's current time.
public bool CanRunNext
{
get
{
if (!_started) return true;
long elapsed = System.Math.Max(0, _clock.NowMs - _epochMs);
long allowance = 1 + (long)System.Math.Floor(elapsed * _clock.OpsPerSecond / 1000.0);
return _completed < allowance;
}
}
public void Reset()
{
_started = false;
_epochMs = 0;
_completed = 0;
}
}