/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
static const int MAX_USERCMD_BACKUP = 256;
static const int NUM_USERCMD_RELAY = 10;
static const int NUM_USERCMD_SEND = 8;
static const int initialHz = 60;
static const int initialBaseTicks = 1000 / initialHz;
static const int initialBaseTicksPerSec = initialHz * initialBaseTicks;
static const int LOAD_TIP_CHANGE_INTERVAL = 12000;
static const int LOAD_TIP_COUNT = 26;
class idGameThread : public idSysThread {
public:
idGameThread() :
gameTime(),
drawTime(),
threadTime(),
threadGameTime(),
threadRenderTime(),
userCmdMgr( NULL ),
ret(),
numGameFrames(),
isClient()
{}
// the gameReturn_t is from the previous frame, the
// new frame will be running in parallel on exit
gameReturn_t RunGameAndDraw( int numGameFrames, idUserCmdMgr & userCmdMgr_, bool isClient_, int startGameFrame );
// Accessors to the stored frame/thread time information
void SetThreadTotalTime( const int inTime ) { threadTime = inTime; }
int GetThreadTotalTime() const { return threadTime; }
void SetThreadGameTime( const int time ) { threadGameTime = time; }
int GetThreadGameTime() const { return threadGameTime; }
void SetThreadRenderTime( const int time ) { threadRenderTime = time; }
int GetThreadRenderTime() const { return threadRenderTime; }
private:
virtual int Run();
int gameTime;
int drawTime;
int threadTime; // total time : game time + foreground render time
int threadGameTime; // game time only
int threadRenderTime; // render fg time only
idUserCmdMgr * userCmdMgr;
gameReturn_t ret;
int numGameFrames;
bool isClient;
};
enum errorParm_t {
ERP_NONE,
ERP_FATAL, // exit the entire game with a popup window
ERP_DROP, // print to console and disconnect from game
ERP_DISCONNECT // don't kill server
};
enum gameLaunch_t {
LAUNCH_TITLE_DOOM = 0,
LAUNCH_TITLE_DOOM2,
};
struct netTimes_t {
int localTime;
int serverTime;
};
struct frameTiming_t {
uint64 startSyncTime;
uint64 finishSyncTime;
uint64 startGameTime;
uint64 finishGameTime;
uint64 finishDrawTime;
uint64 startRenderTime;
uint64 finishRenderTime;
};
#define MAX_PRINT_MSG_SIZE 4096
#define MAX_WARNING_LIST 256
#define SAVEGAME_CHECKPOINT_FILENAME "gamedata.save"
#define SAVEGAME_DESCRIPTION_FILENAME "gamedata.txt"
#define SAVEGAME_STRINGS_FILENAME "gamedata.strings"
class idCommonLocal : public idCommon {
public:
idCommonLocal();
virtual void Init( int argc, const char * const * argv, const char *cmdline );
virtual void Shutdown();
virtual void CreateMainMenu();
virtual void Quit();
virtual bool IsInitialized() const;
virtual void Frame();
virtual void UpdateScreen( bool captureToImage );
virtual void UpdateLevelLoadPacifier();
virtual void StartupVariable( const char * match );
virtual void WriteConfigToFile( const char *filename );
virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ) );
virtual void EndRedirect();
virtual void SetRefreshOnPrint( bool set );
virtual void Printf( VERIFY_FORMAT_STRING const char *fmt, ... );
virtual void VPrintf( const char *fmt, va_list arg );
virtual void DPrintf( VERIFY_FORMAT_STRING const char *fmt, ... );
virtual void Warning( VERIFY_FORMAT_STRING const char *fmt, ... );
virtual void DWarning( VERIFY_FORMAT_STRING const char *fmt, ...);
virtual void PrintWarnings();
virtual void ClearWarnings( const char *reason );
virtual void Error( VERIFY_FORMAT_STRING const char *fmt, ... );
virtual void FatalError( VERIFY_FORMAT_STRING const char *fmt, ... );
virtual bool IsShuttingDown() const { return com_shuttingDown; }
virtual const char * KeysFromBinding( const char *bind );
virtual const char * BindingFromKey( const char *key );
virtual bool IsMultiplayer();
virtual bool IsServer();
virtual bool IsClient();
virtual bool GetConsoleUsed() { return consoleUsed; }
virtual int GetSnapRate();
virtual void NetReceiveReliable( int peer, int type, idBitMsg & msg );
virtual void NetReceiveSnapshot( class idSnapShot & ss );
virtual void NetReceiveUsercmds( int peer, idBitMsg & msg );
void NetReadUsercmds( int clientNum, idBitMsg & msg );
virtual bool ProcessEvent( const sysEvent_t *event );
virtual bool LoadGame( const char * saveName );
virtual bool SaveGame( const char * saveName );
virtual int ButtonState( int key );
virtual int KeyState( int key );
virtual idDemoFile * ReadDemo() { return readDemo; }
virtual idDemoFile * WriteDemo() { return writeDemo; }
virtual idGame * Game() { return game; }
virtual idRenderWorld * RW() { return renderWorld; }
virtual idSoundWorld * SW() { return soundWorld; }
virtual idSoundWorld * MenuSW() { return menuSoundWorld; }
virtual idSession * Session() { return session; }
virtual idCommonDialog & Dialog() { return commonDialog; }
virtual void OnSaveCompleted( idSaveLoadParms & parms );
virtual void OnLoadCompleted( idSaveLoadParms & parms );
virtual void OnLoadFilesCompleted( idSaveLoadParms & parms );
virtual void OnEnumerationCompleted( idSaveLoadParms & parms );
virtual void OnDeleteCompleted( idSaveLoadParms & parms );
virtual void TriggerScreenWipe( const char * _wipeMaterial, bool hold );
virtual void OnStartHosting( idMatchParameters & parms );
virtual int GetGameFrame() { return gameFrame; }
virtual void LaunchExternalTitle( int titleIndex,
int device,
const lobbyConnectInfo_t * const connectInfo ); // For handling invitations. NULL if no invitation used.
virtual void InitializeMPMapsModes();
virtual const idStrList & GetModeList() const { return mpGameModes; }
virtual const idStrList & GetModeDisplayList() const { return mpDisplayGameModes; }
virtual const idList & GetMapList() const { return mpGameMaps; }
virtual void ResetPlayerInput( int playerIndex );
virtual bool JapaneseCensorship() const;
virtual void QueueShowShell() { showShellRequested = true; }
virtual currentGame_t GetCurrentGame() const { return currentGame; }
virtual void SwitchToGame( currentGame_t newGame );
public:
void Draw(); // called by gameThread
int GetGameThreadTotalTime() const { return gameThread.GetThreadTotalTime(); }
int GetGameThreadGameTime() const { return gameThread.GetThreadGameTime(); }
int GetGameThreadRenderTime() const { return gameThread.GetThreadRenderTime(); }
int GetRendererBackEndMicroseconds() const { return time_backend; }
int GetRendererShadowsMicroseconds() const { return time_shadows; }
int GetRendererIdleMicroseconds() const { return mainFrameTiming.startRenderTime - mainFrameTiming.finishSyncTime; }
int GetRendererGPUMicroseconds() const { return time_gpu; }
frameTiming_t frameTiming;
frameTiming_t mainFrameTiming;
public: // These are public because they are called directly by static functions in this file
const char * GetCurrentMapName() { return currentMapName.c_str(); }
// loads a map and starts a new game on it
void StartNewGame( const char * mapName, bool devmap, int gameMode );
void LeaveGame();
void DemoShot( const char *name );
void StartRecordingRenderDemo( const char *name );
void StopRecordingRenderDemo();
void StartPlayingRenderDemo( idStr name );
void StopPlayingRenderDemo();
void CompressDemoFile( const char *scheme, const char *name );
void TimeRenderDemo( const char *name, bool twice = false, bool quit = false );
void AVIRenderDemo( const char *name );
void AVIGame( const char *name );
// localization
void InitLanguageDict();
void LocalizeGui( const char *fileName, idLangDict &langDict );
void LocalizeMapData( const char *fileName, idLangDict &langDict );
void LocalizeSpecificMapData( const char *fileName, idLangDict &langDict, const idLangDict &replaceArgs );
idUserCmdMgr & GetUCmdMgr() { return userCmdMgr; }
private:
bool com_fullyInitialized;
bool com_refreshOnPrint; // update the screen every print for dmap
errorParm_t com_errorEntered;
bool com_shuttingDown;
bool com_isJapaneseSKU;
idFile * logFile;
char errorMessage[MAX_PRINT_MSG_SIZE];
char * rd_buffer;
int rd_buffersize;
void (*rd_flush)( const char *buffer );
idStr warningCaption;
idStrList warningList;
idStrList errorList;
int gameDLL;
idCommonDialog commonDialog;
idFile_SaveGame saveFile;
idFile_SaveGame stringsFile;
idFile_SaveGamePipelined *pipelineFile;
// The main render world and sound world
idRenderWorld * renderWorld;
idSoundWorld * soundWorld;
// The renderer and sound system will write changes to writeDemo.
// Demos can be recorded and played at the same time when splicing.
idDemoFile * readDemo;
idDemoFile * writeDemo;
bool menuActive;
idSoundWorld * menuSoundWorld; // so the game soundWorld can be muted
bool insideExecuteMapChange; // Enable Pacifier Updates
// This is set if the player enables the console, which disables achievements
bool consoleUsed;
// This additional information is required for ExecuteMapChange for SP games ONLY
// This data is cleared after ExecuteMapChange
struct mapSpawnData_t {
idFile_SaveGame * savegameFile; // Used for loading a save game
idFile_SaveGame * stringTableFile; // String table read from save game loaded
idFile_SaveGamePipelined *pipelineFile;
int savegameVersion; // Version of the save game we're loading
idDict persistentPlayerInfo; // Used for transitioning from map to map
};
mapSpawnData_t mapSpawnData;
idStr currentMapName; // for checking reload on same level
bool mapSpawned; // cleared on Stop()
bool insideUpdateScreen; // true while inside ::UpdateScreen()
idUserCmdMgr userCmdMgr;
int nextUsercmdSendTime; // Next time to send usercmds
int nextSnapshotSendTime; // Next time to send a snapshot
idSnapShot lastSnapShot; // last snapshot we received from the server
struct reliableMsg_t {
int client;
int type;
int dataSize;
byte * data;
};
idList reliableQueue;
// Snapshot interpolation
idSnapShot oldss; // last local snapshot
// (ie on server this is the last "master" snapshot we created)
// (on clients this is the last received snapshot)
// used for comparisons with the new snapshot for com_drawSnapshot
// This is ultimately controlled by net_maxBufferedSnapshots by running double speed, but this is the hard max before seeing visual popping
static const int RECEIVE_SNAPSHOT_BUFFER_SIZE = 16;
int readSnapshotIndex;
int writeSnapshotIndex;
idArray receivedSnaps;
float optimalPCTBuffer;
float optimalTimeBuffered;
float optimalTimeBufferedWindow;
uint64 snapRate;
uint64 actualRate;
uint64 snapTime; // time we got the most recent snapshot
uint64 snapTimeDelta; // time interval that current ss was sent in
uint64 snapTimeWrite;
uint64 snapCurrentTime; // realtime playback time
netTimes_t snapCurrent; // current snapshot
netTimes_t snapPrevious; // previous snapshot
float snapCurrentResidual;
float snapTimeBuffered;
float effectiveSnapRate;
int totalBufferedTime;
int totalRecvTime;
int clientPrediction;
int gameFrame; // Frame number of the local game
double gameTimeResidual; // left over msec from the last game frame
bool syncNextGameFrame;
bool aviCaptureMode; // if true, screenshots will be taken and sound captured
idStr aviDemoShortName; //
int aviDemoFrameCount;
enum timeDemo_t {
TD_NO,
TD_YES,
TD_YES_THEN_QUIT
};
timeDemo_t timeDemo;
int timeDemoStartTime;
int numDemoFrames; // for timeDemo and demoShot
int demoTimeOffset;
renderView_t currentDemoRenderView;
idStrList mpGameModes;
idStrList mpDisplayGameModes;
idList mpGameMaps;
idSWF * loadGUI;
int nextLoadTip;
bool isHellMap;
bool defaultLoadscreen;
idStaticList loadTipList;
const idMaterial * splashScreen;
const idMaterial * whiteMaterial;
const idMaterial * wipeMaterial;
int wipeStartTime;
int wipeStopTime;
bool wipeHold;
bool wipeForced; // used for the PS3 to start an early wipe while we are accessing saved game data
idGameThread gameThread; // the game and draw code can be run in parallel
// com_speeds times
int count_numGameFrames; // total number of game frames that were run
int time_gameFrame; // game logic time
int time_maxGameFrame; // maximum single frame game logic time
int time_gameDraw; // game present time
uint64 time_frontend; // renderer frontend time
uint64 time_backend; // renderer backend time
uint64 time_shadows; // renderer backend waiting for shadow volumes to be created
uint64 time_gpu; // total gpu time, at least for PC
// Used during loading screens
int lastPacifierSessionTime;
int lastPacifierGuiTime;
bool lastPacifierDialogState;
bool showShellRequested;
currentGame_t currentGame;
currentGame_t idealCurrentGame; // Defer game switching so that bad things don't happen in the middle of the frame.
const idMaterial * doomClassicMaterial;
static const int DOOMCLASSIC_RENDERWIDTH = 320 * 3;
static const int DOOMCLASSIC_RENDERHEIGHT = 200 * 3;
static const int DOOMCLASSIC_BYTES_PER_PIXEL = 4;
static const int DOOMCLASSIC_IMAGE_SIZE_IN_BYTES = DOOMCLASSIC_RENDERWIDTH * DOOMCLASSIC_RENDERHEIGHT * DOOMCLASSIC_BYTES_PER_PIXEL;
idArray< byte, DOOMCLASSIC_IMAGE_SIZE_IN_BYTES > doomClassicImageData;
private:
void InitCommands();
void InitSIMD();
void AddStartupCommands();
void ParseCommandLine( int argc, const char * const * argv );
bool SafeMode();
void CloseLogFile();
void WriteConfiguration();
void DumpWarnings();
void LoadGameDLL();
void UnloadGameDLL();
void CleanupShell();
void RenderBink( const char * path );
void RenderSplash();
void FilterLangList( idStrList* list, idStr lang );
void CheckStartupStorageRequirements();
void ExitMenu();
bool MenuEvent( const sysEvent_t * event );
void StartMenu( bool playIntro = false );
void GuiFrameEvents();
void BeginAVICapture( const char *name );
void EndAVICapture();
void AdvanceRenderDemo( bool singleFrameOnly );
void ProcessGameReturn( const gameReturn_t & ret );
void RunNetworkSnapshotFrame();
void ExecuteReliableMessages();
// Snapshot interpolation
void ProcessSnapshot( idSnapShot & ss );
int CalcSnapTimeBuffered( int & totalBufferedTime, int & totalRecvTime );
void ProcessNextSnapshot();
void InterpolateSnapshot( netTimes_t & prev, netTimes_t & next, float fraction, bool predict );
void ResetNetworkingState();
int NetworkFrame();
void SendSnapshots();
void SendUsercmds( int localClientNum );
void LoadLoadingGui(const char *mapName, bool & hellMap );
// Meant to be used like:
// while ( waiting ) { BusyWait(); }
void BusyWait();
bool WaitForSessionState( idSession::sessionState_t desiredState );
void ExecuteMapChange();
void UnloadMap();
void Stop( bool resetSession = true );
// called by Draw when the scene to scene wipe is still running
void DrawWipeModel();
void StartWipe( const char *materialName, bool hold = false);
void CompleteWipe();
void ClearWipe();
void MoveToNewMap( const char * mapName, bool devmap );
void PlayIntroGui();
void ScrubSaveGameFileName( idStr &saveFileName ) const;
// Doom classic support
void RunDoomClassicFrame();
void RenderDoomClassic();
bool IsPlayingDoomClassic() const { return GetCurrentGame() != DOOM3_BFG; }
void PerformGameSwitch();
};
extern idCommonLocal commonLocal;