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- Allow ticrate to be specified to timer code, while still defaulting to GameTicRate
. Move out I_GetBuildTime()
from common code to gamefuncs.h
as part of this.
* Allow specification of floating point ticrates as it's possible Blood's QAVs could have a fractional ticrate.
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3 changed files with 21 additions and 32 deletions
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@ -67,22 +67,14 @@ static uint64_t NSToMS(uint64_t ns)
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return static_cast<uint64_t>(ns / 1'000'000);
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}
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static int NSToTic(uint64_t ns)
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static int NSToTic(uint64_t ns, double const ticrate)
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{
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return static_cast<int>(ns * GameTicRate / 1'000'000'000);
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return static_cast<int>(ns * ticrate / 1'000'000'000);
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}
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static int NSToBuildTic(uint64_t ns)
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static uint64_t TicToNS(double tic, double const ticrate)
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{
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return static_cast<int>(ns * 120 / 1'000'000'000);
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}
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static uint64_t TicToNS(int tic)
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{
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return static_cast<uint64_t>(tic) * 1'000'000'000 / GameTicRate;
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}
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static uint64_t BuildTicToNS(int tic)
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{
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return static_cast<uint64_t>(tic) * 1'000'000'000 / 120;
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return static_cast<uint64_t>(tic * 1'000'000'000 / ticrate);
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}
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void I_SetFrameTime()
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@ -111,18 +103,18 @@ void I_WaitVBL(int count)
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I_SetFrameTime();
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}
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int I_WaitForTic(int prevtic)
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int I_WaitForTic(int prevtic, double const ticrate)
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{
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// Waits until the current tic is greater than prevtic. Time must not be frozen.
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int time;
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while ((time = I_GetTime()) <= prevtic)
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while ((time = I_GetTime(ticrate)) <= prevtic)
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{
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// Windows-specific note:
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// The minimum amount of time a thread can sleep is controlled by timeBeginPeriod.
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// We set this to 1 ms in DoMain.
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const uint64_t next = FirstFrameStartTime + TicToNS(prevtic + 1);
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const uint64_t next = FirstFrameStartTime + TicToNS(prevtic + 1, ticrate);
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const uint64_t now = I_nsTime();
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if (next > now)
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@ -166,21 +158,16 @@ uint64_t I_GetTimeNS()
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return CurrentFrameStartTime - FirstFrameStartTime;
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}
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int I_GetTime()
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int I_GetTime(double const ticrate)
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{
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return NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
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return NSToTic(CurrentFrameStartTime - FirstFrameStartTime, ticrate);
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}
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int I_GetBuildTime()
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double I_GetTimeFrac(double const ticrate)
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{
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return NSToBuildTic(CurrentFrameStartTime - FirstFrameStartTime);
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}
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double I_GetTimeFrac()
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{
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int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
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uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic);
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uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1);
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int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime, ticrate);
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uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic, ticrate);
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uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1, ticrate);
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return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
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}
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@ -9,17 +9,14 @@ extern double TimeScale;
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void I_SetFrameTime();
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// Called by D_DoomLoop, returns current time in tics.
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int I_GetTime();
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int I_GetTime(double const ticrate = GameTicRate);
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// same, but using nanoseconds
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uint64_t I_GetTimeNS();
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// Called by Build games in lieu of totalclock, returns current time in tics at ticrate of 120.
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int I_GetBuildTime();
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double I_GetTimeFrac();
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double I_GetTimeFrac(double const ticrate = GameTicRate);
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// like I_GetTime, except it waits for a new tic before returning
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int I_WaitForTic(int);
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int I_WaitForTic(int prevtic, double const ticrate = GameTicRate);
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// Freezes tic counting temporarily. While frozen, calls to I_GetTime()
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// will always return the same value.
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@ -156,3 +156,8 @@ inline int spriteGetSlope(int spritenum)
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auto spr = &sprite[spritenum];
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return ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(spr->xoffset) + (uint8_t(spr->yoffset) << 8);
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}
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inline int I_GetBuildTime()
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{
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return I_GetTime(120);
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}
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