raze-gles/source/core/mainloop.cpp

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/*
** mainloop.cpp
** Implements the main game loop
**
**---------------------------------------------------------------------------
** Copyright 2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// For TryRunTics the following applies:
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2020 Christoph Oelckers
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// DOOM Network game communication and protocol,
// all OS independent parts.
//
//-----------------------------------------------------------------------------
#include <chrono>
#include <thread>
#include "c_cvars.h"
#include "i_time.h"
#include "d_net.h"
#include "gamecontrol.h"
#include "c_console.h"
#include "menu.h"
#include "i_system.h"
#include "raze_sound.h"
#include "raze_music.h"
#include "vm.h"
// Forces playsim processing time to be consistent across frames.
// This improves interpolation for frames in between tics.
//
// With this cvar off the mods with a high playsim processing time will appear
// less smooth as the measured time used for interpolation will vary.
CVAR(Bool, r_ticstability, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, cl_capfps, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
static uint64_t stabilityticduration = 0;
static uint64_t stabilitystarttime = 0;
bool pauseext;
bool r_NoInterpolate;
int entertic;
int oldentertics;
int gametic;
static void TicStabilityWait()
{
using namespace std::chrono;
using namespace std::this_thread;
if (!r_ticstability)
return;
uint64_t start = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
while (true)
{
uint64_t cur = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
if (cur - start > stabilityticduration)
break;
}
}
static void TicStabilityBegin()
{
using namespace std::chrono;
stabilitystarttime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
}
static void TicStabilityEnd()
{
using namespace std::chrono;
uint64_t stabilityendtime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
stabilityticduration = std::min(stabilityendtime - stabilitystarttime, (uint64_t)1'000'000);
}
//
// TryRunTics
//
void TryRunTics (void)
{
int i;
int lowtic;
int realtics;
int availabletics;
int counts;
int numplaying;
// If paused, do not eat more CPU time than we need, because it
// will all be wasted anyway.
if (pauseext)
r_NoInterpolate = true;
bool doWait = cl_capfps || r_NoInterpolate /*|| netgame*/;
// get real tics
if (doWait)
{
entertic = I_WaitForTic (oldentertics);
}
else
{
entertic = I_GetTime ();
}
realtics = entertic - oldentertics;
oldentertics = entertic;
// get available tics
NetUpdate ();
if (pauseext)
return;
lowtic = INT_MAX;
numplaying = 0;
for (i = 0; i < doomcom.numnodes; i++)
{
if (nodeingame[i])
{
numplaying++;
if (nettics[i] < lowtic)
lowtic = nettics[i];
}
}
if (ticdup == 1)
{
availabletics = lowtic - gametic;
}
else
{
availabletics = lowtic - gametic / ticdup;
}
// decide how many tics to run
if (realtics < availabletics-1)
counts = realtics+1;
else if (realtics < availabletics)
counts = realtics;
else
counts = availabletics;
// Uncapped framerate needs seprate checks
if (counts == 0 && !doWait)
{
TicStabilityWait();
// Check possible stall conditions
Net_CheckLastReceived(counts);
if (realtics >= 1)
{
C_Ticker();
M_Ticker();
// Repredict the player for new buffered movement
#if 0
gi->Unpredict();
gi->Predict(myconnectindex);
#endif
}
return;
}
if (counts < 1)
counts = 1;
// wait for new tics if needed
while (lowtic < gametic + counts)
{
NetUpdate ();
lowtic = INT_MAX;
for (i = 0; i < doomcom.numnodes; i++)
if (nodeingame[i] && nettics[i] < lowtic)
lowtic = nettics[i];
lowtic = lowtic * ticdup;
if (lowtic < gametic)
I_Error ("TryRunTics: lowtic < gametic");
// Check possible stall conditions
Net_CheckLastReceived (counts);
// Update time returned by I_GetTime, but only if we are stuck in this loop
if (lowtic < gametic + counts)
I_SetFrameTime();
// don't stay in here forever -- give the menu a chance to work
if (I_GetTime () - entertic >= 1)
{
C_Ticker ();
M_Ticker ();
// Repredict the player for new buffered movement
#if 0
gi->Unpredict();
gi->Predict(myconnectindex);
#endif
return;
}
}
//Tic lowtic is high enough to process this gametic. Clear all possible waiting info
hadlate = false;
#if 0
for (i = 0; i < MAXPLAYERS; i++)
players[i].waiting = false;
#endif
lastglobalrecvtime = I_GetTime (); //Update the last time the game tic'd over
// run the count tics
if (counts > 0)
{
#if 0
gi->Unpredict();
#endif
while (counts--)
{
TicStabilityBegin();
if (gametic > lowtic)
{
I_Error ("gametic>lowtic");
}
#if 0
if (advancedemo)
{
D_DoAdvanceDemo ();
}
#endif
//if (debugfile) fprintf (debugfile, "run tic %d\n", gametic);
C_Ticker ();
M_Ticker ();
gi->Ticker();
gametic++;
NetUpdate (); // check for new console commands
TicStabilityEnd();
}
#if 0
gi->Predict(myconnectindex);
#endif
gi->UpdateSounds();
soundEngine->UpdateSounds(I_GetTime());
}
else
{
TicStabilityWait();
}
}
//==========================================================================
//
// D_DoomLoop
//
// Manages timing and IO, calls all ?_Responder, ?_Ticker, and ?_Drawer,
// calls I_GetTime, I_StartFrame, and I_StartTic
//
//==========================================================================
void MainLoop ()
{
int lasttic = 0;
// Clamp the timer to TICRATE until the playloop has been entered.
r_NoInterpolate = true;
//vid_cursor.Callback();
for (;;)
{
try
{
// frame syncronous IO operations
if (gametic > lasttic)
{
lasttic = gametic;
I_StartFrame ();
}
I_SetFrameTime();
TryRunTics (); // will run at least one tic
// Update display, next frame, with current state.
I_StartTic ();
gi->Render();
Mus_UpdateMusic(); // must be at the end.
}
catch (CRecoverableError &error)
{
if (error.GetMessage ())
{
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
}
gi->ErrorCleanup();
C_FullConsole();
}
catch (CVMAbortException &error)
{
error.MaybePrintMessage();
Printf("%s", error.stacktrace.GetChars());
gi->ErrorCleanup();
C_FullConsole();
}
}
}
//---------------------------------------------------------------------------
//
// The one and only main loop in the entire engine. Yay!
//
//---------------------------------------------------------------------------
#if 0
void _TickSubsystems()
{
// run these on an independent timer until we got something working for the games.
static const uint64_t tickInterval = 1'000'000'000 / 30;
static uint64_t nexttick = 0;
auto nowtick = I_nsTime();
if (nexttick == 0) nexttick = nowtick;
int cnt = 0;
while (nexttick <= nowtick && cnt < 5)
{
nexttick += tickInterval;
C_Ticker();
M_Ticker();
C_RunDelayedCommands();
cnt++;
}
// If this took too long the engine was most likely suspended so recalibrate the timer.
// Perfect precision is not needed here.
if (cnt == 5) nexttick = nowtick + tickInterval;
}
static void _updatePauseStatus()
{
// This must go through the network in multiplayer games.
if (M_Active() || System_WantGuiCapture())
{
paused = 1;
}
else if (!M_Active() || !System_WantGuiCapture())
{
if (!pausedWithKey)
{
paused = 0;
}
if (sendPause)
{
sendPause = false;
paused = pausedWithKey ? 0 : 2;
pausedWithKey = !!paused;
}
}
paused ? S_PauseSound(!pausedWithKey, !paused) : S_ResumeSound(paused);
}
void _app_loop()
{
gamestate = GS_STARTUP;
while (true)
{
try
{
I_SetFrameTime();
TickSubsystems();
twod->SetSize(screen->GetWidth(), screen->GetHeight());
twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
handleevents();
updatePauseStatus();
D_ProcessEvents();
gi->RunGameFrame();
// Draw overlay elements to the 2D drawer
FStat::PrintStat(twod);
CT_Drawer();
C_DrawConsole();
M_Drawer();
// Handle the final 2D overlays.
if (gamestate == GS_LEVEL) DrawFullscreenBlends();
DrawRateStuff();
videoShowFrame(0);
videoSetBrightness(0); // immediately reset this so that the value doesn't stick around in the backend.
}
catch (CRecoverableError& err)
{
C_FullConsole();
Printf(TEXTCOLOR_RED "%s\n", err.what());
}
}
}
#endif