core: Track what part of the frame processing loop we're in
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@ -15,6 +15,7 @@ use crate::context_menu::ContextMenuState;
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use crate::display_object::{EditText, InteractiveObject, MovieClip, SoundTransform, Stage};
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use crate::external::ExternalInterface;
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use crate::focus_tracker::FocusTracker;
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use crate::frame_lifecycle::FramePhase;
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use crate::library::Library;
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use crate::loader::LoadManager;
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use crate::player::Player;
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@ -168,6 +169,11 @@ pub struct UpdateContext<'a, 'gc, 'gc_context> {
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/// Amount of actions performed since the last timeout check
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pub actions_since_timeout_check: &'a mut u16,
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/// The current frame processing phase.
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///
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/// If we are not doing frame processing, then this is `FramePhase::Enter`.
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pub frame_phase: &'a mut FramePhase,
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}
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/// Convenience methods for controlling audio.
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@ -327,6 +333,7 @@ impl<'a, 'gc, 'gc_context> UpdateContext<'a, 'gc, 'gc_context> {
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time_offset: self.time_offset,
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frame_rate: self.frame_rate,
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actions_since_timeout_check: self.actions_since_timeout_check,
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frame_phase: self.frame_phase,
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}
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}
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@ -0,0 +1,113 @@
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//! Frame events management
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//!
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//! This module aids in keeping track of which frame execution phase we are in.
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//!
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//! For AVM2 code, display objects execute a series of discrete phases, and
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//! each object is notified about the current frame phase in rendering order.
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//! When objects are created, they are 'caught up' to the current frame phase
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//! to ensure correct order of operations.
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//!
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//! AVM1 code (presumably, either on an AVM1 stage or within an `AVM1Movie`)
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//! runs in one phase, with timeline operations executing with all phases
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//! inline in the order that clips were originally created.
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use crate::context::UpdateContext;
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use crate::display_object::TDisplayObject;
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/// Which phase of the frame we're currently in.
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///
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/// AVM2 frames exist in one of five phases: `Enter`, `Construct`, `Update`,
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/// `FrameScripts`, or `Exit`.
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#[derive(Copy, Clone, PartialEq, Eq, Debug)]
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pub enum FramePhase {
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/// We're entering the next frame.
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///
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/// When movie clips enter a new frame, they must do two things:
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///
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/// - Remove all children that should not exist on the next frame.
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/// - Increment their current frame number.
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///
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/// Once this phase ends, we fire `enterFrame` on the broadcast list.
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Enter,
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/// We're constructing children of existing display objects.
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///
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/// All `PlaceObject` tags should execute at this time.
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///
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/// Once we construct the frame, we fire `frameConstructed` on the
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/// broadcast list.
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Construct,
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/// We're updating all display objects on the stage.
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///
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/// This roughly corresponds to `run_frame`; and should encompass all time
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/// based display object changes that are not encompassed by the other
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/// phases.
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///
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/// This frame phase also exists in AVM1 frames. In AVM1, it does the work
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/// of `Enter`, `FrameScripts` (`DoAction` tags), and `Construct`.
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Update,
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/// We're running all queued frame scripts.
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///
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/// Frame scripts are the AS3 equivalent of old-style `DoAction` tags. They
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/// are queued in the `Update` phase if the current timeline frame number
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/// differs from the prior frame's one.
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FrameScripts,
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/// We're finishing frame processing.
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///
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/// When we exit a completed frame, we fire `exitFrame` on the broadcast
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/// list.
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Exit,
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}
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/// Run one frame according to AVM1 frame order.
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pub fn run_all_phases_avm1<'gc>(context: &mut UpdateContext<'_, 'gc, '_>) {
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// In AVM1, we only ever execute the update phase, and all the work that
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// would ordinarily be phased is instead run all at once in whatever order
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// the SWF requests it.
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*context.frame_phase = FramePhase::Update;
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// AVM1 execution order is determined by the global execution list, based on instantiation order.
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for clip in context.avm1.clip_exec_iter() {
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if clip.removed() {
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// Clean up removed objects from this frame or a previous frame.
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// Can be safely removed while iterating here, because the iterator advances
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// to the next node before returning the current node.
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context.avm1.remove_from_exec_list(context.gc_context, clip);
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} else {
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clip.run_frame(context);
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}
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}
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// Fire "onLoadInit" events.
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context
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.load_manager
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.movie_clip_on_load(context.action_queue);
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*context.frame_phase = FramePhase::Enter;
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}
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/// Run one frame according to AVM2 frame order.
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pub fn run_all_phases_avm2<'gc>(context: &mut UpdateContext<'_, 'gc, '_>) {
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let stage = context.stage;
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*context.frame_phase = FramePhase::Enter;
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stage.enter_frame(context);
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*context.frame_phase = FramePhase::Construct;
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stage.construct_frame(context);
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stage.frame_constructed(context);
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*context.frame_phase = FramePhase::Update;
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stage.run_frame_avm2(context);
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*context.frame_phase = FramePhase::FrameScripts;
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stage.run_frame_scripts(context);
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*context.frame_phase = FramePhase::Exit;
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stage.exit_frame(context);
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*context.frame_phase = FramePhase::Enter;
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}
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@ -25,6 +25,7 @@ pub(crate) mod either;
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pub mod events;
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pub mod focus_tracker;
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mod font;
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mod frame_lifecycle;
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mod html;
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mod library;
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pub mod loader;
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@ -27,6 +27,7 @@ use crate::events::{ButtonKeyCode, ClipEvent, ClipEventResult, KeyCode, MouseBut
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use crate::external::Value as ExternalValue;
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use crate::external::{ExternalInterface, ExternalInterfaceProvider};
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use crate::focus_tracker::FocusTracker;
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use crate::frame_lifecycle::{run_all_phases_avm1, run_all_phases_avm2, FramePhase};
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use crate::library::Library;
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use crate::loader::LoadManager;
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use crate::locale::get_current_date_time;
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@ -195,6 +196,8 @@ pub struct Player {
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frame_rate: f64,
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actions_since_timeout_check: u16,
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frame_phase: FramePhase,
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/// A time budget for executing frames.
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/// Gained by passage of time between host frames, spent by executing SWF frames.
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/// This is how we support custom SWF framerates
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@ -1257,31 +1260,9 @@ impl Player {
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pub fn run_frame(&mut self) {
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self.update(|context| {
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if context.is_action_script_3() {
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let stage = context.stage;
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stage.enter_frame(context);
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stage.construct_frame(context);
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stage.frame_constructed(context);
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stage.run_frame_avm2(context);
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stage.run_frame_scripts(context);
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stage.exit_frame(context);
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} else {
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// AVM1 execution order is determined by the global execution list, based on instantiation order.
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for clip in context.avm1.clip_exec_iter() {
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if clip.removed() {
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// Clean up removed objects from this frame or a previous frame.
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// Can be safely removed while iterating here, because the iterator advances
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// to the next node before returning the current node.
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context.avm1.remove_from_exec_list(context.gc_context, clip);
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} else {
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clip.run_frame(context);
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}
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}
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// Fire "onLoadInit" events.
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context
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.load_manager
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.movie_clip_on_load(context.action_queue);
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match context.swf.avm_type() {
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AvmType::Avm1 => run_all_phases_avm1(context),
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AvmType::Avm2 => run_all_phases_avm2(context),
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}
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context.update_sounds();
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});
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@ -1539,6 +1520,7 @@ impl Player {
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audio_manager,
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frame_rate: &mut self.frame_rate,
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actions_since_timeout_check: &mut self.actions_since_timeout_check,
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frame_phase: &mut self.frame_phase,
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};
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let old_frame_rate = *update_context.frame_rate;
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@ -1894,6 +1876,7 @@ impl PlayerBuilder {
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// Timing
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frame_rate,
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frame_phase: FramePhase::Enter,
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frame_accumulator: 0.0,
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recent_run_frame_timings: VecDeque::with_capacity(10),
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start_time: Instant::now(),
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