Skip "render" if nothing changed on screen
For each requested animation frame (RAF) in Phaser, Phaser calls the "update" method, then the "render" method of each scenes. The "render" method takes some time (and energy) to perform the rendering. The fact is we probably don't need to call "render" if nothing changed on the screen (which happens most of the frames in a typical WorkAdventure game). This commit is therefore overloading the "Game" class of Phaser to add a "dirty" flag. Scenes can now add a "isDirty()" method. If all displayed scenes are pristine (not dirty), Phaser will skip rendering the frame altogether. This saves "a lot" of energy, resulting in laptops that are not overheating when using WorkAdventure \o/
This commit is contained in:
parent
f9f6abe7b3
commit
0c5e5ef578
5 changed files with 122 additions and 1 deletions
85
front/src/Phaser/Game/Game.ts
Normal file
85
front/src/Phaser/Game/Game.ts
Normal file
|
@ -0,0 +1,85 @@
|
|||
const Events = Phaser.Core.Events;
|
||||
|
||||
/**
|
||||
* A specialization of the main Phaser Game scene.
|
||||
* It comes with an optimization to skip rendering.
|
||||
*
|
||||
* Beware, the "step" function might vary in future versions of Phaser.
|
||||
*/
|
||||
export class Game extends Phaser.Game {
|
||||
public step(time: number, delta: number)
|
||||
{
|
||||
// @ts-ignore
|
||||
if (this.pendingDestroy)
|
||||
{
|
||||
// @ts-ignore
|
||||
return this.runDestroy();
|
||||
}
|
||||
|
||||
const eventEmitter = this.events;
|
||||
|
||||
// Global Managers like Input and Sound update in the prestep
|
||||
|
||||
eventEmitter.emit(Events.PRE_STEP, time, delta);
|
||||
|
||||
// This is mostly meant for user-land code and plugins
|
||||
|
||||
eventEmitter.emit(Events.STEP, time, delta);
|
||||
|
||||
// Update the Scene Manager and all active Scenes
|
||||
|
||||
this.scene.update(time, delta);
|
||||
|
||||
// Our final event before rendering starts
|
||||
|
||||
eventEmitter.emit(Events.POST_STEP, time, delta);
|
||||
|
||||
// This "if" is the changed introduced by the new "Game" class to avoid rendering unnecessarily.
|
||||
if (this.isDirty()) {
|
||||
const renderer = this.renderer;
|
||||
|
||||
// Run the Pre-render (clearing the canvas, setting background colors, etc)
|
||||
|
||||
renderer.preRender();
|
||||
|
||||
eventEmitter.emit(Events.PRE_RENDER, renderer, time, delta);
|
||||
|
||||
// The main render loop. Iterates all Scenes and all Cameras in those scenes, rendering to the renderer instance.
|
||||
|
||||
this.scene.render(renderer);
|
||||
|
||||
// The Post-Render call. Tidies up loose end, takes snapshots, etc.
|
||||
|
||||
renderer.postRender();
|
||||
|
||||
// The final event before the step repeats. Your last chance to do anything to the canvas before it all starts again.
|
||||
|
||||
eventEmitter.emit(Events.POST_RENDER, renderer, time, delta);
|
||||
}
|
||||
}
|
||||
|
||||
private isDirty(): boolean {
|
||||
// Loop through the scenes in forward order
|
||||
for (let i = 0; i < this.scene.scenes.length; i++)
|
||||
{
|
||||
const scene = this.scene.scenes[i];
|
||||
const sys = scene.sys;
|
||||
|
||||
if (sys.settings.visible && sys.settings.status >= Phaser.Scenes.LOADING && sys.settings.status < Phaser.Scenes.SLEEPING)
|
||||
{
|
||||
// @ts-ignore
|
||||
if(typeof scene.isDirty === 'function') {
|
||||
// @ts-ignore
|
||||
const isDirty = scene.isDirty() || scene.tweens.getAllTweens().length > 0;
|
||||
if (isDirty) {
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
|
@ -1061,6 +1061,7 @@ ${escapedMessage}
|
|||
}
|
||||
|
||||
createCollisionWithPlayer() {
|
||||
this.physics.disableUpdate();
|
||||
//add collision layer
|
||||
this.Layers.forEach((Layer: Phaser.Tilemaps.TilemapLayer) => {
|
||||
this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
|
||||
|
@ -1186,17 +1187,36 @@ ${escapedMessage}
|
|||
});
|
||||
}
|
||||
|
||||
private dirty:boolean = true;
|
||||
|
||||
/**
|
||||
* @param time
|
||||
* @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
|
||||
*/
|
||||
update(time: number, delta: number) : void {
|
||||
// TODO: add Events.ADDED_TO_SCENE to the scene to track new objects.
|
||||
// When an object is added, add ANIMATION_UPDATE event on this object (and remove the listener on Events.REMOVE_FROM_SCENE)
|
||||
// This way, we can set the dirty flag only when an animation is added!!!
|
||||
|
||||
|
||||
this.dirty = false;
|
||||
mediaManager.setLastUpdateScene();
|
||||
this.currentTick = time;
|
||||
if (this.CurrentPlayer.isMoving() === true) {
|
||||
this.dirty = true;
|
||||
}
|
||||
this.CurrentPlayer.moveUser(delta);
|
||||
if (this.CurrentPlayer.isMoving() === true) {
|
||||
this.dirty = true;
|
||||
this.physics.enableUpdate();
|
||||
} else {
|
||||
this.physics.disableUpdate();
|
||||
}
|
||||
|
||||
|
||||
// Let's handle all events
|
||||
while (this.pendingEvents.length !== 0) {
|
||||
this.dirty = true;
|
||||
const event = this.pendingEvents.dequeue();
|
||||
switch (event.type) {
|
||||
case "InitUserPositionEvent":
|
||||
|
@ -1222,6 +1242,7 @@ ${escapedMessage}
|
|||
// Let's move all users
|
||||
const updatedPlayersPositions = this.playersPositionInterpolator.getUpdatedPositions(time);
|
||||
updatedPlayersPositions.forEach((moveEvent: HasMovedEvent, userId: number) => {
|
||||
this.dirty = true;
|
||||
const player: RemotePlayer | undefined = this.MapPlayersByKey.get(userId);
|
||||
if (player === undefined) {
|
||||
throw new Error('Cannot find player with ID "' + userId + '"');
|
||||
|
@ -1491,4 +1512,8 @@ ${escapedMessage}
|
|||
message: 'If you want more information, you may contact us at: workadventure@thecodingmachine.com'
|
||||
});
|
||||
}
|
||||
|
||||
public isDirty(): boolean {
|
||||
return this.dirty;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -349,4 +349,8 @@ export class MenuScene extends Phaser.Scene {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
public isDirty(): boolean {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,6 +7,7 @@ export const hasMovedEventName = "hasMoved";
|
|||
export interface CurrentGamerInterface extends Character{
|
||||
moveUser(delta: number) : void;
|
||||
say(text : string) : void;
|
||||
isMoving(): boolean;
|
||||
}
|
||||
|
||||
export class Player extends Character implements CurrentGamerInterface {
|
||||
|
@ -83,4 +84,8 @@ export class Player extends Character implements CurrentGamerInterface {
|
|||
}
|
||||
this.wasMoving = moving;
|
||||
}
|
||||
|
||||
public isMoving(): boolean {
|
||||
return this.wasMoving;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,6 +18,7 @@ import {localUserStore} from "./Connexion/LocalUserStore";
|
|||
import {ErrorScene} from "./Phaser/Reconnecting/ErrorScene";
|
||||
import {iframeListener} from "./Api/IframeListener";
|
||||
import {discussionManager} from "./WebRtc/DiscussionManager";
|
||||
import {Game} from "./Phaser/Game/Game";
|
||||
|
||||
const {width, height} = coWebsiteManager.getGameSize();
|
||||
|
||||
|
@ -103,7 +104,8 @@ const config: GameConfig = {
|
|||
}
|
||||
};
|
||||
|
||||
const game = new Phaser.Game(config);
|
||||
//const game = new Phaser.Game(config);
|
||||
const game = new Game(config);
|
||||
|
||||
window.addEventListener('resize', function (event) {
|
||||
coWebsiteManager.resetStyle();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue