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- All Games: Remove remaining use of totalclock
and associated timing code.
This commit is contained in:
parent
c207437a57
commit
b883204f6a
11 changed files with 5 additions and 41 deletions
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@ -737,7 +737,6 @@ void GameInterface::app_init()
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WeaponInit();
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LoadSaveSetup();
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LoadSavedInfo();
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timerInit(120);
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Printf(PRINT_NONOTIFY, "Initializing network users\n");
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netInitialize(true);
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@ -364,8 +364,6 @@ EXTERN struct validmode_t validmode[MAXVALIDMODES];
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EXTERN int32_t Numsprites;
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EXTERN int16_t numsectors, numwalls;
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EXTERN int32_t display_mirror;
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EXTERN ClockTicks totalclock;
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static inline int32_t BGetTime(void) { return (int32_t) totalclock; }
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EXTERN int32_t randomseed;
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EXTERN int16_t sintable[2048];
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@ -596,12 +594,9 @@ TILE VARIABLES:
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NUMTILES - the number of tiles found TILES.DAT.
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TIMING VARIABLES:
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TOTALCLOCK - When the engine is initialized, TOTALCLOCK is set to zero.
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From then on, it is incremented 120 times a second by 1. That
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means that the number of seconds elapsed is totalclock / 120.
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NUMFRAMES - The number of times the draw3dscreen function was called
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since the engine was initialized. This helps to determine frame
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rate. (Frame rate = numframes * 120 / totalclock.)
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rate. (Frame rate = numframes * 120 / I_GetBuildTime().)
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OTHER VARIABLES:
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@ -8,8 +8,6 @@
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// for compatibility
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#define timerUninit()
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int timerInit(int const tickspersecond);
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void timerUpdateClock(void);
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double timerGetHiTicks(void);
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uint32_t timerGetTicks(void);
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@ -1127,7 +1127,6 @@ int32_t engineInit(void)
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searchit = 0; searchstat = -1;
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totalclock = 0;
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g_visibility = 512;
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parallaxvisibility = 512;
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@ -20,25 +20,3 @@ uint32_t timerGetTicks(void) { return duration_cast<milliseconds>(steady_cloc
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// Returns the time since an unspecified starting time in milliseconds.
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// (May be not monotonic for certain configurations.)
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double timerGetHiTicks(void) { return duration<double, nano>(steady_clock::now().time_since_epoch()).count() / 1000000.0; }
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int timerInit(int const tickspersecond)
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{
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timerticspersec = tickspersecond;
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timerlastsample = steady_clock::now();
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return 0;
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}
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void timerUpdateClock(void)
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{
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auto time = steady_clock::now();
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auto elapsedTime = time - timerlastsample;
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uint64_t numerator = (elapsedTime.count() * (uint64_t) timerticspersec * steady_clock::period::num);
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uint64_t freq = steady_clock::period::den;
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int n = numerator / freq;
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if (n <= 0) return;
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totalclock += n;
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timerlastsample += n*nanoseconds(1000000000/timerticspersec);
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}
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@ -914,8 +914,6 @@ void app_loop()
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{
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try
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{
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timerUpdateClock();
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TickSubsystems();
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twod->SetSize(screen->GetWidth(), screen->GetHeight());
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twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
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@ -242,8 +242,8 @@ void S_SerializeSounds(FSerializer& arc)
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}
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arc.EndArray();
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}
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// totalclock runs on 120 fps, we need to allow a small delay here.
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soundEngine->SetRestartTime((int)totalclock + 6);
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// Build runs at 120 fps, we need to allow a small delay here.
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soundEngine->SetRestartTime(I_GetBuildTime() + 6);
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}
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GSnd->Sync(false);
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GSnd->UpdateSounds();
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@ -548,8 +548,6 @@ void ExitGame()
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void InitTimer()
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{
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htimer = 1;
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timerInit(kTimerTicks);
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}
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static const char* actions[] =
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@ -353,7 +353,7 @@ void S_Update(void)
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}
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listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
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soundEngine->SetListener(listener);
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soundEngine->UpdateSounds(totalclock);
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soundEngine->UpdateSounds(gameclock);
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}
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@ -245,7 +245,6 @@ void GameInterface::app_init()
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paletteSetColorTable(DREALMSPAL, pal.Data(), true, true);
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}
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timerInit(120);
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InitPalette();
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// sets numplayers, connecthead, connectpoint2, myconnectindex
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@ -604,7 +604,7 @@ void DoUpdateSounds(void)
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soundEngine->SetListener(listener);
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UpdateAmbients();
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soundEngine->UpdateSounds(totalclock);
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soundEngine->UpdateSounds(I_GetBuildTime());
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}
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//==========================================================================
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