- update more millisecond-storing data structures to u/int64_t to fix possible rollover bugs

This commit is contained in:
Rachael Alexanderson 2017-11-15 20:33:08 -05:00
parent 16fa0cba21
commit 909daadd75
14 changed files with 36 additions and 35 deletions

View File

@ -938,7 +938,7 @@ void D_Display ()
else
{
// wipe update
unsigned int wipestart, nowtime, diff;
uint64_t wipestart, nowtime, diff;
bool done;
GSnd->SetSfxPaused(true, 1);
@ -1053,10 +1053,10 @@ void D_DoomLoop ()
}
else
{
I_StartTic ();
TryRunTics (); // will run at least one tic
}
// Update display, next frame, with current state.
I_StartTic ();
D_Display ();
if (wantToRestart)
{

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@ -113,9 +113,9 @@ bool remoteresend[MAXNETNODES]; // set when local needs tics
int resendto[MAXNETNODES]; // set when remote needs tics
int resendcount[MAXNETNODES];
unsigned int lastrecvtime[MAXPLAYERS]; // [RH] Used for pings
unsigned int currrecvtime[MAXPLAYERS];
unsigned int lastglobalrecvtime; // Identify the last time a packet was received.
uint64_t lastrecvtime[MAXPLAYERS]; // [RH] Used for pings
uint64_t currrecvtime[MAXPLAYERS];
uint64_t lastglobalrecvtime; // Identify the last time a packet was received.
bool hadlate;
int netdelay[MAXNETNODES][BACKUPTICS]; // Used for storing network delay times.
int lastaverage;

View File

@ -615,7 +615,7 @@ void DObject::CheckIfSerialized () const
DEFINE_ACTION_FUNCTION(DObject, MSTime)
{
ACTION_RETURN_INT(I_msTime());
ACTION_RETURN_INT((uint32_t)I_msTime());
}
void *DObject::ScriptVar(FName field, PType *type)

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@ -187,8 +187,8 @@ static void AppendLightStats(FString &out)
ADD_STAT(rendertimes)
{
static FString buff;
static int lasttime=0;
int t=I_msTime();
static int64_t lasttime=0;
int64_t t=I_msTime();
if (t-lasttime>1000)
{
buff.Truncate(0);
@ -217,7 +217,7 @@ void AppendMissingTextureStats(FString &out);
static int printstats;
static bool switchfps;
static unsigned int waitstart;
static uint64_t waitstart;
EXTERN_CVAR(Bool, vid_fps)
void CheckBench()

View File

@ -955,7 +955,7 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
if (!loaded)
{
// none found - we have to build new ones!
unsigned int startTime, endTime;
uint64_t startTime, endTime;
startTime = I_msTime ();
TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
@ -973,7 +973,7 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
builder.Extract (level);
endTime = I_msTime ();
DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%u segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
buildtime = endTime - startTime;
buildtime = (int32_t)(endTime - startTime);
}
}

View File

@ -3933,7 +3933,7 @@ void P_SetupLevel (const char *lumpname, int position)
}
else reloop = true;
unsigned int startTime=0, endTime=0;
uint64_t startTime=0, endTime=0;
bool BuildGLNodes;
if (ForceNodeBuild)
@ -3990,7 +3990,7 @@ void P_SetupLevel (const char *lumpname, int position)
// If the original nodes being loaded are not GL nodes they will be kept around for
// use in P_PointInSubsector to avoid problems with maps that depend on the specific
// nodes they were built with (P:AR E1M3 is a good example for a map where this is the case.)
reloop |= P_CheckNodes(map, BuildGLNodes, endTime - startTime);
reloop |= P_CheckNodes(map, BuildGLNodes, (uint32_t)(endTime - startTime));
hasglnodes = true;
}
else

View File

@ -165,7 +165,7 @@ void R_InitSkyMap ()
//
//==========================================================================
void R_UpdateSky (uint32_t mstime)
void R_UpdateSky (uint64_t mstime)
{
// Scroll the sky
double ms = (double)mstime * FRACUNIT;

View File

@ -44,6 +44,6 @@ extern int freelookviewheight;
// Called whenever the sky changes.
void R_InitSkyMap ();
void R_UpdateSky (uint32_t mstime);
void R_UpdateSky (uint64_t mstime);
#endif //__R_SKY_H__

View File

@ -876,7 +876,7 @@ FDoorAnimation *FTextureManager::FindAnimatedDoor (FTextureID picnum)
//
//==========================================================================
void FAnimDef::SetSwitchTime (uint32_t mstime)
void FAnimDef::SetSwitchTime (uint64_t mstime)
{
int speedframe = bDiscrete ? CurFrame : 0;
@ -917,7 +917,7 @@ void FTextureManager::SetTranslation (FTextureID fromtexnum, FTextureID totexnum
//
//==========================================================================
void FTextureManager::UpdateAnimations (uint32_t mstime)
void FTextureManager::UpdateAnimations (uint64_t mstime)
{
for (unsigned int j = 0; j < mAnimations.Size(); ++j)
{

View File

@ -90,7 +90,7 @@ struct FAnimDef
uint16_t CurFrame;
uint8_t AnimType;
bool bDiscrete; // taken out of AnimType to have better control
uint32_t SwitchTime; // Time to advance to next frame
uint64_t SwitchTime; // Time to advance to next frame
struct FAnimFrame
{
uint32_t SpeedMin; // Speeds are in ms, not tics
@ -106,7 +106,7 @@ struct FAnimDef
ANIM_Random
};
void SetSwitchTime (uint32_t mstime);
void SetSwitchTime (uint64_t mstime);
};
struct FSwitchDef
@ -505,7 +505,7 @@ public:
int NumTextures () const { return (int)Textures.Size(); }
void UpdateAnimations (uint32_t mstime);
void UpdateAnimations (uint64_t mstime);
int GuesstimateNumTextures ();
FSwitchDef *FindSwitch (FTextureID texture);
@ -604,8 +604,8 @@ public:
void SetSpeed(float fac) { Speed = fac; }
FTexture *GetRedirect(bool wantwarped);
uint32_t GenTime;
uint32_t GenTimeBgra;
uint64_t GenTime;
uint64_t GenTimeBgra;
float Speed;
int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
protected:
@ -613,7 +613,7 @@ protected:
uint8_t *Pixels;
Span **Spans;
virtual void MakeTexture (uint32_t time);
virtual void MakeTexture (uint64_t time);
int NextPo2 (int v); // [mxd]
void SetupMultipliers (int width, int height); // [mxd]
};

View File

@ -35,7 +35,7 @@
#include "textures/textures.h"
template<class TYPE>
void WarpBuffer(TYPE *Pixels, const TYPE *source, int width, int height, int xmul, int ymul, unsigned time, float Speed, int warptype)
void WarpBuffer(TYPE *Pixels, const TYPE *source, int width, int height, int xmul, int ymul, uint64_t time, float Speed, int warptype)
{
int ymask = height - 1;
int x, y;

View File

@ -86,7 +86,7 @@ bool FWarpTexture::CheckModified ()
const uint8_t *FWarpTexture::GetPixels ()
{
uint32_t time = screen->FrameTime;
uint64_t time = screen->FrameTime;
if (Pixels == NULL || time != GenTime)
{
@ -97,7 +97,7 @@ const uint8_t *FWarpTexture::GetPixels ()
const uint32_t *FWarpTexture::GetPixelsBgra()
{
uint32_t time = screen->FrameTime;
uint64_t time = screen->FrameTime;
if (Pixels == NULL || time != GenTime)
MakeTexture(time);
@ -119,7 +119,7 @@ const uint32_t *FWarpTexture::GetPixelsBgra()
const uint8_t *FWarpTexture::GetColumn (unsigned int column, const Span **spans_out)
{
uint32_t time =screen->FrameTime;
uint64_t time =screen->FrameTime;
if (Pixels == NULL || time != GenTime)
{
@ -148,7 +148,7 @@ const uint8_t *FWarpTexture::GetColumn (unsigned int column, const Span **spans_
}
void FWarpTexture::MakeTexture(uint32_t time)
void FWarpTexture::MakeTexture(uint64_t time)
{
const uint8_t *otherpix = SourcePic->GetPixels();

View File

@ -870,8 +870,8 @@ void DFrameBuffer::DrawRateStuff ()
// Draws frame time and cumulative fps
if (vid_fps)
{
uint32_t ms = screen->FrameTime;
uint32_t howlong = ms - LastMS;
uint64_t ms = screen->FrameTime;
uint64_t howlong = ms - LastMS;
if ((signed)howlong >= 0)
{
char fpsbuff[40];
@ -888,7 +888,7 @@ void DFrameBuffer::DrawRateStuff ()
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
uint32_t thisSec = ms/1000;
uint32_t thisSec = (uint32_t)(ms/1000);
if (LastSec < thisSec)
{
LastCount = FrameCount / (thisSec - LastSec);
@ -903,8 +903,8 @@ void DFrameBuffer::DrawRateStuff ()
// draws little dots on the bottom of the screen
if (ticker)
{
int i = I_GetTime();
int tics = i - LastTic;
int64_t i = I_GetTime();
int64_t tics = i - LastTic;
uint8_t *buffer = GetBuffer();
LastTic = i;
@ -931,6 +931,7 @@ void DFrameBuffer::DrawRateStuff ()
}
else
{
int i;
for (i = 0; i < tics*2; i += 2) Clear(i, Height-1, i+1, Height, 255, 0);
for ( ; i < 20*2; i += 2) Clear(i, Height-1, i+1, Height, 0, 0);
}

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@ -442,7 +442,7 @@ public:
virtual void ScaleCoordsFromWindow(int16_t &x, int16_t &y) {}
uint32_t GetLastFPS() const { return LastCount; }
uint64_t GetLastFPS() const { return LastCount; }
#ifdef _WIN32
virtual void PaletteChanged () = 0;
@ -463,7 +463,7 @@ protected:
DFrameBuffer () {}
private:
uint32_t LastMS, LastSec, FrameCount, LastCount, LastTic;
uint64_t LastMS, LastSec, FrameCount, LastCount, LastTic;
bool isIn2D = false;
};