fix: background input thread for responsive non-blocking input
Problem: event::poll(0ms) once per frame missed events between frames, causing laggy/missed input. Terminal key repeat timing was unpredictable. Fix: dedicated input thread that blocks on event::read() and pushes all events to an mpsc channel. Game loop drains channel with try_iter() each frame — gets every event without blocking, zero missed inputs. - InputHandler::start() spawns background thread - InputHandler::stop() cleans up on game exit - try_iter() collects all accumulated events per frame - Removed 16ms sleep (no longer needed, input doesn't block) - Hold timeout reduced to 60ms (events arrive more reliably now) - 109 tests, 0 warnings, 0 failures
This commit is contained in:
+3
-2
@@ -170,6 +170,7 @@ impl Game {
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return;
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}
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self.init_world();
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self.input.start();
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self.last_time = Instant::now();
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@@ -196,10 +197,10 @@ impl Game {
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}
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self.handle_input(vw, vh);
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std::thread::sleep(std::time::Duration::from_millis(16));
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}
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self.input.stop();
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if let Err(e) = renderer.shutdown() {
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eprintln!("Renderer shutdown failed: {}", e);
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}
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+37
-28
@@ -1,4 +1,6 @@
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use crossterm::event::{self, Event, KeyCode, KeyEvent, KeyEventKind, KeyModifiers};
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use std::sync::mpsc;
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use std::thread;
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use std::time::{Duration, Instant};
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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@@ -42,15 +44,16 @@ pub enum HeldKey {
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struct HeldState {
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last_seen: Instant,
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just_pressed: bool,
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}
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const HOLD_TIMEOUT: Duration = Duration::from_millis(80);
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const HOLD_TIMEOUT: Duration = Duration::from_millis(60);
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pub struct InputHandler {
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pub paint_brush: MaterialBrush,
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held: std::collections::HashMap<HeldKey, HeldState>,
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jump_pressed: bool,
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receiver: Option<mpsc::Receiver<Event>>,
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input_thread: Option<thread::JoinHandle<()>>,
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}
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impl InputHandler {
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@@ -59,9 +62,34 @@ impl InputHandler {
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paint_brush: MaterialBrush::Sand,
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held: std::collections::HashMap::new(),
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jump_pressed: false,
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receiver: None,
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input_thread: None,
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}
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}
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pub fn start(&mut self) {
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let (tx, rx) = mpsc::channel::<Event>();
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self.receiver = Some(rx);
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self.input_thread = Some(thread::spawn(move || {
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loop {
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match event::read() {
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Ok(ev) => {
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if tx.send(ev).is_err() {
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break;
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}
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}
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Err(_) => break,
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}
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}
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}));
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}
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pub fn stop(&mut self) {
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self.receiver = None;
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self.input_thread = None;
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self.held.clear();
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}
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fn key_to_held(code: KeyCode) -> Option<HeldKey> {
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match code {
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KeyCode::Left | KeyCode::Char('a') => Some(HeldKey::Left),
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@@ -75,12 +103,7 @@ impl InputHandler {
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}
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fn mark_held(&mut self, key: HeldKey) {
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let state = self.held.entry(key).or_insert(HeldState { last_seen: Instant::now(), just_pressed: false });
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state.last_seen = Instant::now();
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}
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fn mark_pressed(&mut self, key: HeldKey) {
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self.held.insert(key, HeldState { last_seen: Instant::now(), just_pressed: true });
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self.held.insert(key, HeldState { last_seen: Instant::now() });
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}
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fn release(&mut self, key: HeldKey) {
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@@ -91,22 +114,19 @@ impl InputHandler {
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self.held.contains_key(&key)
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}
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/// Drain all pending input events, update held key state.
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/// Returns one-shot actions (quit, paint, jump-on-press).
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pub fn update(&mut self) -> Vec<Action> {
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let mut one_shots = Vec::new();
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self.jump_pressed = false;
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let now = Instant::now();
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// Expire stale held keys (no Repeat received within timeout)
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self.held.retain(|_, state| now.duration_since(state.last_seen) < HOLD_TIMEOUT);
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while event::poll(Duration::from_millis(0)).unwrap_or(false) {
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let ev = match event::read() {
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Ok(ev) => ev,
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Err(_) => continue,
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};
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let events: Vec<Event> = match &self.receiver {
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Some(rx) => rx.try_iter().collect(),
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None => return one_shots,
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};
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for ev in events {
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if let Event::Key(KeyEvent { code, modifiers, kind, .. }) = ev {
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let is_press = kind == KeyEventKind::Press;
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let is_repeat = kind == KeyEventKind::Repeat;
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@@ -117,7 +137,6 @@ impl InputHandler {
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continue;
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}
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// Jump: only on initial press, not repeat
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if is_press {
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match code {
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KeyCode::Up | KeyCode::Char('w') | KeyCode::Char(' ') => {
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@@ -143,11 +162,8 @@ impl InputHandler {
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}
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}
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// Movement keys: track held state
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if let Some(held_key) = Self::key_to_held(code) {
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if is_press {
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self.mark_pressed(held_key);
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} else if is_repeat {
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if is_press || is_repeat {
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self.mark_held(held_key);
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} else if is_release {
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self.release(held_key);
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@@ -156,18 +172,12 @@ impl InputHandler {
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}
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}
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// Clear just_pressed flags
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for state in self.held.values_mut() {
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state.just_pressed = false;
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}
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one_shots
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}
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pub fn held_actions(&self) -> Vec<Action> {
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let mut actions = Vec::new();
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// Left/Right: last pressed wins if both held
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let left = self.is_held(HeldKey::Left);
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let right = self.is_held(HeldKey::Right);
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@@ -176,7 +186,6 @@ impl InputHandler {
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} else if right && !left {
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actions.push(Action::MoveRight);
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} else if left && right {
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// Both held — check which was pressed more recently
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let left_time = self.held.get(&HeldKey::Left).map(|s| s.last_seen);
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let right_time = self.held.get(&HeldKey::Right).map(|s| s.last_seen);
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match (left_time, right_time) {
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