- All Games: Remove remaining use of totalclock and associated timing code.

This commit is contained in:
Mitchell Richters 2020-08-26 09:19:21 +10:00
parent c207437a57
commit b883204f6a
11 changed files with 5 additions and 41 deletions

View file

@ -737,7 +737,6 @@ void GameInterface::app_init()
WeaponInit(); WeaponInit();
LoadSaveSetup(); LoadSaveSetup();
LoadSavedInfo(); LoadSavedInfo();
timerInit(120);
Printf(PRINT_NONOTIFY, "Initializing network users\n"); Printf(PRINT_NONOTIFY, "Initializing network users\n");
netInitialize(true); netInitialize(true);

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@ -364,8 +364,6 @@ EXTERN struct validmode_t validmode[MAXVALIDMODES];
EXTERN int32_t Numsprites; EXTERN int32_t Numsprites;
EXTERN int16_t numsectors, numwalls; EXTERN int16_t numsectors, numwalls;
EXTERN int32_t display_mirror; EXTERN int32_t display_mirror;
EXTERN ClockTicks totalclock;
static inline int32_t BGetTime(void) { return (int32_t) totalclock; }
EXTERN int32_t randomseed; EXTERN int32_t randomseed;
EXTERN int16_t sintable[2048]; EXTERN int16_t sintable[2048];
@ -596,12 +594,9 @@ TILE VARIABLES:
NUMTILES - the number of tiles found TILES.DAT. NUMTILES - the number of tiles found TILES.DAT.
TIMING VARIABLES: TIMING VARIABLES:
TOTALCLOCK - When the engine is initialized, TOTALCLOCK is set to zero.
From then on, it is incremented 120 times a second by 1. That
means that the number of seconds elapsed is totalclock / 120.
NUMFRAMES - The number of times the draw3dscreen function was called NUMFRAMES - The number of times the draw3dscreen function was called
since the engine was initialized. This helps to determine frame since the engine was initialized. This helps to determine frame
rate. (Frame rate = numframes * 120 / totalclock.) rate. (Frame rate = numframes * 120 / I_GetBuildTime().)
OTHER VARIABLES: OTHER VARIABLES:

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@ -8,8 +8,6 @@
// for compatibility // for compatibility
#define timerUninit() #define timerUninit()
int timerInit(int const tickspersecond);
void timerUpdateClock(void);
double timerGetHiTicks(void); double timerGetHiTicks(void);
uint32_t timerGetTicks(void); uint32_t timerGetTicks(void);

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@ -1127,7 +1127,6 @@ int32_t engineInit(void)
searchit = 0; searchstat = -1; searchit = 0; searchstat = -1;
totalclock = 0;
g_visibility = 512; g_visibility = 512;
parallaxvisibility = 512; parallaxvisibility = 512;

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@ -20,25 +20,3 @@ uint32_t timerGetTicks(void) { return duration_cast<milliseconds>(steady_cloc
// Returns the time since an unspecified starting time in milliseconds. // Returns the time since an unspecified starting time in milliseconds.
// (May be not monotonic for certain configurations.) // (May be not monotonic for certain configurations.)
double timerGetHiTicks(void) { return duration<double, nano>(steady_clock::now().time_since_epoch()).count() / 1000000.0; } double timerGetHiTicks(void) { return duration<double, nano>(steady_clock::now().time_since_epoch()).count() / 1000000.0; }
int timerInit(int const tickspersecond)
{
timerticspersec = tickspersecond;
timerlastsample = steady_clock::now();
return 0;
}
void timerUpdateClock(void)
{
auto time = steady_clock::now();
auto elapsedTime = time - timerlastsample;
uint64_t numerator = (elapsedTime.count() * (uint64_t) timerticspersec * steady_clock::period::num);
uint64_t freq = steady_clock::period::den;
int n = numerator / freq;
if (n <= 0) return;
totalclock += n;
timerlastsample += n*nanoseconds(1000000000/timerticspersec);
}

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@ -914,8 +914,6 @@ void app_loop()
{ {
try try
{ {
timerUpdateClock();
TickSubsystems(); TickSubsystems();
twod->SetSize(screen->GetWidth(), screen->GetHeight()); twod->SetSize(screen->GetWidth(), screen->GetHeight());
twodpsp.SetSize(screen->GetWidth(), screen->GetHeight()); twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());

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@ -242,8 +242,8 @@ void S_SerializeSounds(FSerializer& arc)
} }
arc.EndArray(); arc.EndArray();
} }
// totalclock runs on 120 fps, we need to allow a small delay here. // Build runs at 120 fps, we need to allow a small delay here.
soundEngine->SetRestartTime((int)totalclock + 6); soundEngine->SetRestartTime(I_GetBuildTime() + 6);
} }
GSnd->Sync(false); GSnd->Sync(false);
GSnd->UpdateSounds(); GSnd->UpdateSounds();

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@ -548,8 +548,6 @@ void ExitGame()
void InitTimer() void InitTimer()
{ {
htimer = 1; htimer = 1;
timerInit(kTimerTicks);
} }
static const char* actions[] = static const char* actions[] =

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@ -353,7 +353,7 @@ void S_Update(void)
} }
listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite]; listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
soundEngine->SetListener(listener); soundEngine->SetListener(listener);
soundEngine->UpdateSounds(totalclock); soundEngine->UpdateSounds(gameclock);
} }

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@ -245,7 +245,6 @@ void GameInterface::app_init()
paletteSetColorTable(DREALMSPAL, pal.Data(), true, true); paletteSetColorTable(DREALMSPAL, pal.Data(), true, true);
} }
timerInit(120);
InitPalette(); InitPalette();
// sets numplayers, connecthead, connectpoint2, myconnectindex // sets numplayers, connecthead, connectpoint2, myconnectindex

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@ -604,7 +604,7 @@ void DoUpdateSounds(void)
soundEngine->SetListener(listener); soundEngine->SetListener(listener);
UpdateAmbients(); UpdateAmbients();
soundEngine->UpdateSounds(totalclock); soundEngine->UpdateSounds(I_GetBuildTime());
} }
//========================================================================== //==========================================================================