raze/source/core/mainloop.cpp

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/*
** 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 "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 savename;
FString BackupSaveGame;
void DoLoadGame(const char* name);
bool sendsave;
FString savedescription;
FString savegamefile;
//==========================================================================
//
//
//
//==========================================================================
void G_BuildTiccmd(ticcmd_t* cmd)
{
if (sendsave)
{
sendsave = false;
Net_WriteByte(DEM_SAVEGAME);
Net_WriteString(savegamefile);
Net_WriteString(savedescription);
savegamefile = "";
}
cmd->ucmd = {};
I_GetEvent();
auto input = CONTROL_GetInput();
gi->GetInput(&cmd->ucmd, &input);
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cmd->consistency = consistency[myconnectindex][(maketic / ticdup) % BACKUPTICS];
}
//==========================================================================
//
//
//
//==========================================================================
bool newGameStarted;
void NewGame(MapRecord* map, int skill, bool ns = false)
{
newGameStarted = true;
ShowIntermission(nullptr, map, nullptr, [=](bool) {
gi->NewGame(map, skill, ns);
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ResetStatusBar();
Net_ClearFifo();
});
}
//==========================================================================
//
//
//
//==========================================================================
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;
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);
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ResetStatusBar();
Net_ClearFifo();
}
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);
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ResetStatusBar();
Net_ClearFifo();
break;
case ga_newgame:
FX_StopAllSounds();
case ga_newgamenostopsound:
DeleteScreenJob();
FX_SetReverb(0);
gi->FreeLevelData();
C_FlushDisplay();
gameaction = ga_level;
BackupSaveGame = "";
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();
if (isBlood()) Mus_Stop();
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:
G_DoSaveGame(true, false, savegamefile, savedescription);
gameaction = ga_nothing;
savegamefile = "";
savedescription = "";
break;
case ga_loadgame:
case ga_loadgamehidecon:
//case ga_autoloadgame:
G_DoLoadGame();
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_CUTSCENE;
break;
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case ga_fullconsole:
C_FullConsole();
Mus_Stop();
gameaction = ga_nothing;
break;
case ga_endscreenjob:
EndScreenJob();
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
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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();
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TickStatusBar();
levelTextTime--;
gameupdatetime.Unclock();
break;
case GS_MENUSCREEN:
case GS_FULLCONSOLE:
break;
case GS_CUTSCENE:
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_CUTSCENE:
// 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 = 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_CUTSCENE && 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;
if (userConfig.CommandMap.IsNotEmpty())
{
auto maprecord = FindMapByName(userConfig.CommandMap);
if (maprecord == nullptr)
{
maprecord = SetupUserMap(userConfig.CommandMap, g_gameType & GAMEFLAG_DUKE? "dethtoll.mid" : nullptr);
}
userConfig.CommandMap = "";
if (maprecord)
{
DeferredStartGame(maprecord, g_nextskill);
}
}
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();
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M_ClearMenus();
C_FullConsole();
gameaction = ga_nothing;
}
catch (CVMAbortException &error)
{
error.MaybePrintMessage();
Printf("%s", error.stacktrace.GetChars());
gi->ErrorCleanup();
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twod->SetOffset(DVector2(0, 0));
M_ClearMenus();
C_FullConsole();
}
}
}