mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
681 lines
15 KiB
C++
681 lines
15 KiB
C++
/*
|
|
** 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 "razemenu.h"
|
|
#include "i_system.h"
|
|
#include "raze_sound.h"
|
|
#include "raze_music.h"
|
|
#include "vm.h"
|
|
#include "gamestate.h"
|
|
#include "screenjob.h"
|
|
#include "mmulti.h"
|
|
#include "c_console.h"
|
|
#include "uiinput.h"
|
|
#include "v_video.h"
|
|
#include "glbackend/glbackend.h"
|
|
#include "palette.h"
|
|
#include "build.h"
|
|
#include "g_input.h"
|
|
#include "mapinfo.h"
|
|
#include "automap.h"
|
|
#include "statusbar.h"
|
|
#include "gamestruct.h"
|
|
#include "savegamehelp.h"
|
|
#include "v_draw.h"
|
|
#include "gamehud.h"
|
|
|
|
CVAR(Bool, vid_activeinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
CVAR(Bool, r_ticstability, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
EXTERN_CVAR(Bool, cl_capfps)
|
|
CVAR(Bool, cl_resumesavegame, true, CVAR_ARCHIVE)
|
|
|
|
ticcmd_t playercmds[MAXPLAYERS];
|
|
|
|
static uint64_t stabilityticduration = 0;
|
|
static uint64_t stabilitystarttime = 0;
|
|
|
|
bool pauseext;
|
|
bool r_NoInterpolate;
|
|
int entertic;
|
|
int oldentertics;
|
|
int gametic;
|
|
|
|
FString BackupSaveGame;
|
|
|
|
void DoLoadGame(const char* name);
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_BuildTiccmd(ticcmd_t* cmd)
|
|
{
|
|
cmd->ucmd = {};
|
|
I_GetEvent();
|
|
auto input = CONTROL_GetInput();
|
|
gi->GetInput(&cmd->ucmd, &input);
|
|
cmd->consistency = consistency[myconnectindex][(maketic / ticdup) % BACKUPTICS];
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
bool newGameStarted;
|
|
|
|
static void GameTicker()
|
|
{
|
|
int i;
|
|
|
|
handleevents();
|
|
|
|
// Todo: Migrate state changes to here instead of doing them ad-hoc
|
|
while (gameaction != ga_nothing)
|
|
{
|
|
auto ga = gameaction;
|
|
gameaction = ga_nothing;
|
|
switch (ga)
|
|
{
|
|
case ga_autoloadgame:
|
|
C_FlushDisplay();
|
|
if (BackupSaveGame.IsNotEmpty() && cl_resumesavegame)
|
|
{
|
|
DoLoadGame(BackupSaveGame);
|
|
}
|
|
else
|
|
{
|
|
g_nextmap = currentLevel;
|
|
FX_StopAllSounds();
|
|
FX_SetReverb(0);
|
|
gi->FreeLevelData();
|
|
gameaction = ga_level;
|
|
gi->NewGame(g_nextmap, -1);
|
|
BackupSaveGame = "";
|
|
}
|
|
break;
|
|
|
|
case ga_completed:
|
|
FX_StopAllSounds();
|
|
FX_SetReverb(0);
|
|
if (g_nextmap == currentLevel)
|
|
{
|
|
// if the same level is restarted, skip any progression stuff like summary screens or cutscenes.
|
|
gi->FreeLevelData();
|
|
gameaction = ga_level;
|
|
gi->NextLevel(g_nextmap, g_nextskill);
|
|
}
|
|
else
|
|
{
|
|
gi->LevelCompleted(g_nextmap, g_nextskill);
|
|
assert(gameaction != ga_nothing);
|
|
}
|
|
break;
|
|
|
|
case ga_nextlevel:
|
|
gi->FreeLevelData();
|
|
gameaction = ga_level;
|
|
gi->NextLevel(g_nextmap, g_nextskill);
|
|
break;
|
|
|
|
case ga_newgame:
|
|
FX_StopAllSounds();
|
|
case ga_newgamenostopsound:
|
|
DeleteScreenJob();
|
|
newGameStarted = true;
|
|
FX_SetReverb(0);
|
|
gi->FreeLevelData();
|
|
C_FlushDisplay();
|
|
gameaction = ga_level;
|
|
BackupSaveGame = "";
|
|
gi->NewGame(g_nextmap, g_nextskill, ga == ga_newgamenostopsound);
|
|
break;
|
|
|
|
case ga_startup:
|
|
Mus_Stop();
|
|
FX_StopAllSounds();
|
|
gi->FreeLevelData();
|
|
gamestate = GS_STARTUP;
|
|
break;
|
|
|
|
case ga_mainmenu:
|
|
FX_StopAllSounds();
|
|
case ga_mainmenunostopsound:
|
|
gi->FreeLevelData();
|
|
gamestate = GS_MENUSCREEN;
|
|
M_StartControlPanel(ga == ga_mainmenu);
|
|
M_SetMenu(NAME_Mainmenu);
|
|
break;
|
|
|
|
case ga_creditsmenu:
|
|
FX_StopAllSounds();
|
|
gi->FreeLevelData();
|
|
gamestate = GS_MENUSCREEN;
|
|
M_StartControlPanel(false);
|
|
M_SetMenu(NAME_Mainmenu);
|
|
M_SetMenu(NAME_CreditsMenu);
|
|
break;
|
|
|
|
case ga_savegame:
|
|
// We only need this for multiplayer saves that need to go through the network.
|
|
// gi->SaveGame();
|
|
break;
|
|
|
|
case ga_autosave:
|
|
if (gamestate == GS_LEVEL && !newGameStarted) M_Autosave();
|
|
newGameStarted = false;
|
|
break;
|
|
|
|
case ga_level:
|
|
gamestate = GS_LEVEL;
|
|
break;
|
|
|
|
case ga_intro:
|
|
gamestate = GS_INTRO;
|
|
break;
|
|
|
|
case ga_intermission:
|
|
gamestate = GS_INTERMISSION;
|
|
break;
|
|
|
|
case ga_fullconsole:
|
|
C_FullConsole();
|
|
Mus_Stop();
|
|
gameaction = ga_nothing;
|
|
break;
|
|
|
|
// for later
|
|
// case ga_recordgame, // start a new demo recording (later)
|
|
// case ga_loadgameplaydemo, // load a savegame and play a demo.
|
|
|
|
default:
|
|
break;
|
|
}
|
|
C_AdjustBottom();
|
|
}
|
|
|
|
// get commands, check consistancy, and build new consistancy check
|
|
int buf = (gametic / ticdup) % BACKUPTICS;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
ticcmd_t* cmd = &playercmds[i];
|
|
ticcmd_t* newcmd = &netcmds[i][buf];
|
|
|
|
if ((gametic % ticdup) == 0)
|
|
{
|
|
RunNetSpecs(i, buf);
|
|
}
|
|
#if 0
|
|
if (demorecording)
|
|
{
|
|
G_WriteDemoTiccmd(newcmd, i, buf);
|
|
}
|
|
if (demoplayback)
|
|
{
|
|
G_ReadDemoTiccmd(cmd, i);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
*cmd = *newcmd;
|
|
}
|
|
|
|
|
|
if (netgame && /*!demoplayback &&*/ (gametic % ticdup) == 0)
|
|
{
|
|
#if 0
|
|
//players[i].inconsistant = 0;
|
|
if (gametic > BACKUPTICS * ticdup && consistancy[i][buf] != cmd->consistancy)
|
|
{
|
|
players[i].inconsistant = gametic - BACKUPTICS * ticdup;
|
|
}
|
|
#endif
|
|
consistency[i][buf] = gi->GetPlayerChecksum(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
C_RunDelayedCommands();
|
|
updatePauseStatus();
|
|
|
|
switch (gamestate)
|
|
{
|
|
default:
|
|
case GS_STARTUP:
|
|
artClearMapArt();
|
|
gi->Startup();
|
|
break;
|
|
|
|
case GS_LEVEL:
|
|
gameupdatetime.Reset();
|
|
gameupdatetime.Clock();
|
|
gi->Ticker();
|
|
levelTextTime--;
|
|
gameupdatetime.Unclock();
|
|
break;
|
|
|
|
case GS_MENUSCREEN:
|
|
case GS_FULLCONSOLE:
|
|
break;
|
|
case GS_INTERMISSION:
|
|
case GS_INTRO:
|
|
if (ScreenJobTick())
|
|
{
|
|
// synchronize termination with the playsim.
|
|
Net_WriteByte(DEM_ENDSCREENJOB);
|
|
}
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Display
|
|
//
|
|
//==========================================================================
|
|
|
|
void Display()
|
|
{
|
|
if (screen == nullptr || (!AppActive && (screen->IsFullscreen() || !vid_activeinbackground)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
screen->FrameTime = I_msTimeFS();
|
|
tileUpdateAnimations();
|
|
screen->BeginFrame();
|
|
twodpsp.Clear();
|
|
twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
|
|
twodpsp.ClearClipRect();
|
|
twod->Clear();
|
|
//twod->SetSize(screen->GetWidth(), screen->GetHeight());
|
|
twod->Begin(screen->GetWidth(), screen->GetHeight());
|
|
twod->ClearClipRect();
|
|
switch (gamestate)
|
|
{
|
|
case GS_MENUSCREEN:
|
|
case GS_FULLCONSOLE:
|
|
gi->DrawBackground();
|
|
break;
|
|
|
|
case GS_INTRO:
|
|
case GS_INTERMISSION:
|
|
// screen jobs are not bound by the game ticker so they need to be ticked in the display loop.
|
|
ScreenJobDraw();
|
|
break;
|
|
|
|
case GS_LEVEL:
|
|
if (gametic != 0)
|
|
{
|
|
screen->FrameTime = I_msTimeFS();
|
|
screen->BeginFrame();
|
|
screen->SetSceneRenderTarget(gl_ssao != 0);
|
|
updateModelInterpolation();
|
|
gi->Render();
|
|
DrawFullscreenBlends();
|
|
drawMapTitle();
|
|
break;
|
|
}
|
|
[[fallthrough]];
|
|
|
|
default:
|
|
twod->ClearScreen();
|
|
break;
|
|
}
|
|
|
|
NetUpdate(); // send out any new accumulation
|
|
|
|
if (gamestate != GS_INTRO) // do not draw overlays on the intros
|
|
{
|
|
// Draw overlay elements
|
|
CT_Drawer();
|
|
C_DrawConsole();
|
|
M_Drawer();
|
|
FStat::PrintStat(twod);
|
|
}
|
|
DrawRateStuff();
|
|
|
|
videoShowFrame(1);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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.
|
|
//
|
|
//==========================================================================
|
|
|
|
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);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// The most important function in the engine.
|
|
//
|
|
//==========================================================================
|
|
|
|
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.
|
|
bool doWait = (cl_capfps || pauseext || (r_NoInterpolate && !M_IsAnimated() && gamestate != GS_INTERMISSION && gamestate != GS_INTRO));
|
|
|
|
// 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];
|
|
}
|
|
}
|
|
|
|
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
|
|
}
|
|
if (!SyncInput())
|
|
{
|
|
I_GetEvent();
|
|
auto input = CONTROL_GetInput();
|
|
gi->GetInput(nullptr, &input);
|
|
}
|
|
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
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
GameTicker();
|
|
gametic++;
|
|
|
|
NetUpdate (); // check for new console commands
|
|
TicStabilityEnd();
|
|
}
|
|
#if 0
|
|
gi->Predict(myconnectindex);
|
|
#endif
|
|
gi->UpdateSounds();
|
|
soundEngine->UpdateSounds(I_GetTime());
|
|
}
|
|
else
|
|
{
|
|
TicStabilityWait();
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// MainLoop - will never return aside from exceptions being thrown.
|
|
//
|
|
//==========================================================================
|
|
|
|
void MainLoop ()
|
|
{
|
|
int lasttic = 0;
|
|
|
|
// Clamp the timer to TICRATE until the playloop has been entered.
|
|
r_NoInterpolate = true;
|
|
|
|
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();
|
|
|
|
Display();
|
|
Mus_UpdateMusic(); // must be at the end.
|
|
}
|
|
catch (CRecoverableError &error)
|
|
{
|
|
if (error.GetMessage ())
|
|
{
|
|
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
|
|
}
|
|
gi->ErrorCleanup();
|
|
M_ClearMenus();
|
|
C_FullConsole();
|
|
gameaction = ga_nothing;
|
|
}
|
|
catch (CVMAbortException &error)
|
|
{
|
|
error.MaybePrintMessage();
|
|
Printf("%s", error.stacktrace.GetChars());
|
|
gi->ErrorCleanup();
|
|
twod->SetOffset(DVector2(0, 0));
|
|
M_ClearMenus();
|
|
C_FullConsole();
|
|
}
|
|
}
|
|
}
|
|
|