using Ryujinx.Common.SystemInterop;
using System;
using System.Runtime.Versioning;
using System.Threading;
namespace Ryujinx.Common.PreciseSleep
{
///
/// A precise sleep event that uses Windows specific methods to increase clock resolution beyond 1ms,
/// use the clock's phase for more precise waits, and potentially align timepoints with it.
///
[SupportedOSPlatform("windows")]
internal class WindowsSleepEvent : IPreciseSleepEvent
{
///
/// The clock can drift a bit, so add this to encourage the clock to still wait if the next tick is forecasted slightly before it.
///
private const long ErrorBias = 50000;
///
/// Allowed to be 0.05ms away from the clock granularity to reduce precision.
///
private const long ClockAlignedBias = 50000;
///
/// The fraction of clock granularity above the timepoint that will align it down to the lower timepoint.
/// Currently set to the lower 1/4, so for 0.5ms granularity: 0.1ms would be rounded down, 0.2 ms would be rounded up.
///
private const long ReverseTimePointFraction = 4;
private readonly AutoResetEvent _waitEvent = new(false);
private readonly WindowsGranularTimer _timer = WindowsGranularTimer.Instance;
///
/// Set to true to disable timepoint realignment.
///
public bool Precise { get; set; } = false;
public long AdjustTimePoint(long timePoint, long timeoutNs)
{
if (Precise || timePoint == long.MaxValue)
{
return timePoint;
}
// Does the timeout align with the host clock?
long granularity = _timer.GranularityNs;
long misalignment = timeoutNs % granularity;
if ((misalignment < ClockAlignedBias || misalignment > granularity - ClockAlignedBias) && timeoutNs > ClockAlignedBias)
{
// Inaccurate sleep for 0.5ms increments, typically.
(long low, long high) = _timer.ReturnNearestTicks(timePoint);
if (timePoint - low < _timer.GranularityTicks / ReverseTimePointFraction)
{
timePoint = low;
}
else
{
timePoint = high;
}
}
return timePoint;
}
public bool SleepUntil(long timePoint)
{
return _timer.SleepUntilTimePoint(_waitEvent, timePoint + (ErrorBias * PerformanceCounter.TicksPerMillisecond) / 1_000_000);
}
public void Sleep()
{
_waitEvent.WaitOne();
}
public void Signal()
{
_waitEvent.Set();
}
public void Dispose()
{
GC.SuppressFinalize(this);
_waitEvent.Dispose();
}
}
}