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- do not call handleEvents outside the main loop.
In other places I_GetEvent should be used to call the system's message pump and keep the app responsive, but all game side processing should be skipped.
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9 changed files with 26 additions and 40 deletions
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@ -29,6 +29,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "baselayer.h"
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#include "common.h"
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#include "common_game.h"
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#include "g_input.h"
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#include "db.h"
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#include "blood.h"
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@ -315,7 +316,7 @@ void PreloadTiles(void)
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fxPrecache();
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gibPrecache();
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gameHandleEvents();
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I_GetEvent();
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}
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void PreloadCache(void)
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@ -325,7 +326,7 @@ void PreloadCache(void)
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int cnt = 0;
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int percentDisplayed = -1;
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for (int i=0; i<kMaxTiles && !inputState.GetKeyStatus(sc_Space); i++)
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for (int i = 0; i < kMaxTiles && !inputState.GetKeyStatus(sc_Space); i++)
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{
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if (TestBitString(gotpic, i))
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{
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@ -336,8 +337,7 @@ void PreloadCache(void)
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if (r_precache) PrecacheHardwareTextures(i);
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if ((++cnt & 7) == 0)
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gameHandleEvents();
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I_GetEvent();
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}
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}
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memset(gotpic,0,sizeof(gotpic));
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@ -621,13 +621,13 @@ void ProcessFrame(void)
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sfxUpdate3DSounds();
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if (gMe->hand == 1)
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{
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#define CHOKERATE 8
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#define TICRATE 30
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const int CHOKERATE = 8;
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const int COUNTRATE = 30;
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gChokeCounter += CHOKERATE;
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while (gChokeCounter >= TICRATE)
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while (gChokeCounter >= COUNTRATE)
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{
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gChoke.at1c(gMe);
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gChokeCounter -= TICRATE;
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gChokeCounter -= COUNTRATE;
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}
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}
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gLevelTime++;
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@ -636,14 +636,17 @@ void ProcessFrame(void)
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if ((gGameOptions.uGameFlags&1) != 0 && !gStartNewGame)
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{
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ready2send = 0;
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#if 0
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if (gNetPlayers > 1 && gNetMode == NETWORK_SERVER && gPacketMode == PACKETMODE_1 && myconnectindex == connecthead)
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{
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while (gNetFifoMasterTail < gNetFifoTail)
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{
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gameHandleEvents();
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netGetPackets();
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h andleevents();
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netMasterUpdate();
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}
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}
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#endif
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seqKillAll();
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if (gGameOptions.uGameFlags&2)
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{
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@ -932,7 +935,8 @@ int GameInterface::app_main()
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if (gamestate == GS_STARTUP) gameInit();
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commonTicker(playvideo);
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gameHandleEvents();
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netGetPackets();
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handleevents();
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updatePauseStatus();
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D_ProcessEvents();
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ctrlGetInput();
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@ -485,12 +485,6 @@ extern void G_ExtInit(void);
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extern void G_SetupGlobalPsky(void);
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static inline int gameHandleEvents(void)
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{
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netGetPackets();
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return handleevents();
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}
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#pragma pack(push,1)
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#if 0
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@ -6,4 +6,4 @@ void I_PutInClipboard (const char *str);
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FString I_GetFromClipboard (bool use_primary_selection);
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void I_SetMouseCapture();
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void I_ReleaseMouseCapture();
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void I_GetEvent();
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@ -526,7 +526,6 @@ public:
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if (completion) completion(false);
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return false;
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}
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handleevents();
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if (actionState == State_Clear)
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{
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actionState = State_Run;
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@ -28,6 +28,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "ns.h" // Must come before everything else!
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#include "g_input.h"
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#include "duke3d.h"
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#include "superfasthash.h"
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@ -292,7 +293,7 @@ void GameInterface::StartGame(FNewGameStartup& gs)
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while (S_CheckSoundPlaying(skillsound))
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{
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S_Update();
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handleevents();
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I_GetEvent();
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}
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}
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ud.m_respawn_monsters = (gs.Skill == 3);
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@ -841,7 +841,6 @@ void donewgame(MapRecord* map, int sk)
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template<class func>
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void newgame(MapRecord* map, int sk, func completion)
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{
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handleevents();
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ready2send = 0;
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auto completion1 = [=](bool res)
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@ -36,6 +36,7 @@ source as it is released.
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#include "ns.h" // Must come before everything else!
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#include "compat.h"
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#include "g_input.h"
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#include "duke3d.h"
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#include "raze_music.h"
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@ -103,7 +104,7 @@ void S_CacheAllSounds(void)
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{
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soundEngine->CacheSound(&snd);
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if (((++i)&31) == 0)
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handleevents();
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I_GetEvent();
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}
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}
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@ -21,6 +21,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "g_input.h"
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#include "names2.h"
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#include "panel.h"
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@ -221,7 +222,7 @@ void GameInterface::StartGame(FNewGameStartup& gs)
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while (soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE))
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{
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DoUpdateSounds();
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handleevents();
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I_GetEvent();
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}
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}
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@ -412,21 +412,8 @@ bool InitGame()
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InitPalette();
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// sets numplayers, connecthead, connectpoint2, myconnectindex
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#if 0
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if (!firstnet)
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initmultiplayers(0, NULL, 0, 0, 0);
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else if (initmultiplayersparms(argc - firstnet, &argv[firstnet]))
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{
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Printf("Waiting for players...\n");
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while (initmultiplayerscycle())
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{
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handleevents();
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}
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}
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#else
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numplayers = 1; myconnectindex = 0;
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connecthead = 0; connectpoint2[0] = -1;
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#endif
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initsynccrc();
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// code to duplicate packets
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