Delay registering the Gamepad Hook#340
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CryZe merged 1 commit intoLiveSplit:masterfrom Jun 14, 2020
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In the web we support gamepads. Unfortunately there's no callbacks or so that we could use, so instead we have to use an interval where we poll for button presses. This isn't super expensive, but still unnecessary if you don't use a gamepad. Additionally Chrome has the problem that it gets exclusive access to the gamepads and doesn't really yield control back until the whole browser is closed. So you really don't want that unless you really intend to use the gamepad for splitting. This is why the gamepad interval is now only being set when the first gamepad button is registered.
wooferzfg
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Works well when testing with LiveSplit One.
| ); | ||
| window.clear_interval_with_handle(self.interval_id); | ||
| if let Some(interval_id) = self.interval_id.get() { | ||
| window.clear_interval_with_handle(interval_id); |
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It's definitely an edge case, but should we also be calling this in unregister if there's no more gamepad buttons registered anymore?
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I don't think that case matters much, as I think it's a super rare situation that someone was using gamepad, then stops using gamepad. And even then, the cost for the gamepad hook is still very minimal, and it stops being a cost the next time they reload. So overall, I'd say yes, we could possibly remove the hook when unregistering all gamepad buttons, but it has a much lesser impact.
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This updates livesplit-core which brings a variety of performance improvements: - The Layout State is now being reused and thus most frames don't require any heap allocations anymore. However we still serialize everything over into a JSON string for now, which puts a lot of garbage on the JS heap. LiveSplit/livesplit-core#334 - The frequent performance.now() calls we do, first lookup up the window and performance object every time. This tripled the amount of calls we do over into JavaScript, with each call into JavaScript being quite expensive in Chrome. LiveSplit/livesplit-core#335 - By introducing a timer snapshot mechanism we further reduce the calls to performance.now() to a single time. LiveSplit/livesplit-core#339 - Rust 1.44 regressed the performance of 128-bit integer multiplications by accident. Those are used for hashing the comparisons when looking up the times for a comparison, which is something we do very frequently. We however don't have many comparisons, so a simple Vec that we loop through is a bit faster, even in native code, and quite a bit faster in the web, because of the Rust 1.44 regression. LiveSplit/livesplit-core#338 - We delay registering the Gamepad Hook Interval until the first gamepad button is registered. Most people won't use a gamepad, so the interval just waits cpu time for no reason. LiveSplit/livesplit-core#340
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In the web we support gamepads. Unfortunately there's no callbacks or so that we could use, so instead we have to use an interval where we poll for button presses. This isn't super expensive, but still unnecessary if you don't use a gamepad. Additionally Chrome has the problem that it gets exclusive access to the gamepads and doesn't really yield control back until the whole browser is closed. So you really don't want that unless you really intend to use the gamepad for splitting. This is why the gamepad interval is now only being set when the first gamepad button is registered.