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iidx: millisecond-based delay option (#672)
## Link to GitHub Issue or related Pull Request, if one exists #181 ## Description of change Use millisecond-based calculation to add artificial delay to the TT input. ## Testing Tested 64 bit TDJ and LDJ.
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@@ -789,17 +789,33 @@ namespace games::iidx {
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if ((player == 0 && TT_DELAY_P1 > 0) ||
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(player == 1 && TT_DELAY_P2 > 0)) {
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static std::queue<uint8_t> delay_queue[2];
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static std::queue<std::pair<double, uint8_t>> delay_queue[2];
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auto &queue = delay_queue[player];
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const auto max_size =
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static_cast<size_t>((player == 0) ? TT_DELAY_P1 : TT_DELAY_P2) + 1;
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const auto max_delta_ms =
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static_cast<double>((player == 0) ? TT_DELAY_P1 : TT_DELAY_P2);
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queue.push(result);
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while (queue.size() > max_size) {
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// always push a new value
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const auto now = get_performance_milliseconds();
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queue.push(std::make_pair(now, result));
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// drain the queue down to reasonable length to prevent unconstrained growth
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// this would accommodate 1 second at ~1000Hz
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// (in reality all three iidx I/O emulation runs well under 500Hz)
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while (queue.size() > 1024) {
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queue.pop();
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}
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result = queue.front();
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// pop until we find one that falls just under the time threshold
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while (!queue.empty()) {
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const auto delta_t = now - queue.front().first;
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if (delta_t <= max_delta_ms) {
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break;
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}
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queue.pop();
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}
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result = queue.front().second;
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}
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return result;
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