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https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
Remove last vestiges of input latency from Duke3D and RR main game loops.
- Hack code to break loop early removed. If game code is running slow, that's not the fix. - Get input and fill the input_t struct in same loop as G_DoMoveThings(). - Remove unnecessary do/while (0) loop.
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1a2663f7ac
commit
2cbbe9ec61
2 changed files with 45 additions and 94 deletions
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@ -5906,22 +5906,14 @@ MAIN_LOOP_RESTART:
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OSD_DispatchQueued();
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static bool frameJustDrawn;
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bool gameUpdate = false;
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double gameUpdateStartTime = timerGetHiTicks();
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auto beforeMoveClock = ototalclock;
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if (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU|MODE_DEMO)) == 0) && totalclock >= ototalclock+TICSPERFRAME)
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{
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do
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{
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if (g_networkMode != NET_DEDICATED_SERVER)
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{
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if (!frameJustDrawn)
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break;
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frameJustDrawn = false;
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ototalclock += TICSPERFRAME;
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P_GetInput(myconnectindex);
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@ -5943,16 +5935,6 @@ MAIN_LOOP_RESTART:
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}
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localInput = {};
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}
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do
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{
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if (ready2send == 0)
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break;
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ototalclock += TICSPERFRAME;
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auto const moveClock = totalclock;
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if (((!GUICapture && (myplayer.gm & MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1))
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&& (myplayer.gm & MODE_GAME))
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@ -5960,11 +5942,6 @@ MAIN_LOOP_RESTART:
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Net_GetPackets();
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G_DoMoveThings();
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}
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// computing a tic is taking too long.
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// rather than tightly spinning here, go draw a frame since we're fucked anyway
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if ((int)(totalclock - moveClock) >= (TICSPERFRAME >> 1))
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break;
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}
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while (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU | MODE_DEMO)) == 0) && (int)(totalclock - ototalclock) >= TICSPERFRAME);
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@ -5976,7 +5953,6 @@ MAIN_LOOP_RESTART:
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g_gameUpdateAvgTime
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= ((GAMEUPDATEAVGTIMENUMSAMPLES - 1.f) * g_gameUpdateAvgTime + g_gameUpdateTime) / ((float)GAMEUPDATEAVGTIMENUMSAMPLES);
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} while (0);
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}
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G_DoCheats();
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@ -6011,8 +5987,6 @@ MAIN_LOOP_RESTART:
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if (gameUpdate)
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g_gameUpdateAndDrawTime = g_beforeSwapTime/* timerGetHiTicks()*/ - gameUpdateStartTime;
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frameJustDrawn = true;
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}
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// handle CON_SAVE and CON_SAVENN
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@ -7411,17 +7411,13 @@ MAIN_LOOP_RESTART:
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OSD_DispatchQueued();
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static bool frameJustDrawn;
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char gameUpdate = false;
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double const gameUpdateStartTime = timerGetHiTicks();
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if (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && totalclock >= ototalclock+TICSPERFRAME)
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{
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do
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{
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if (!frameJustDrawn)
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break;
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frameJustDrawn = false;
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ototalclock += TICSPERFRAME;
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if (RRRA && g_player[myconnectindex].ps->on_motorcycle)
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P_GetInputMotorcycle(myconnectindex);
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@ -7446,36 +7442,19 @@ MAIN_LOOP_RESTART:
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g_player[myconnectindex].movefifoend++;
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do
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{
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if (ready2send == 0) break;
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ototalclock += TICSPERFRAME;
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int const moveClock = (int) totalclock;
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if (((!GUICapture && (g_player[myconnectindex].ps->gm&MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1)) &&
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(g_player[myconnectindex].ps->gm&MODE_GAME))
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{
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G_MoveLoop();
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}
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if (totalclock - moveClock >= TICSPERFRAME)
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{
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// computing a tic takes longer than a tic, so we're slowing
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// the game down. rather than tightly spinning here, go draw
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// a frame since we're fucked anyway
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break;
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}
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}
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while (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && totalclock >= ototalclock+TICSPERFRAME);
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while (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && (int)(totalclock - ototalclock) >= TICSPERFRAME);
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gameUpdate = true;
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g_gameUpdateTime = timerGetHiTicks()-gameUpdateStartTime;
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if (g_gameUpdateAvgTime < 0.f)
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g_gameUpdateAvgTime = g_gameUpdateTime;
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g_gameUpdateAvgTime = ((GAMEUPDATEAVGTIMENUMSAMPLES-1.f)*g_gameUpdateAvgTime+g_gameUpdateTime)/((float) GAMEUPDATEAVGTIMENUMSAMPLES);
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} while(0);
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}
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G_DoCheats();
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@ -7515,8 +7494,6 @@ MAIN_LOOP_RESTART:
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g_gameUpdateAndDrawTime = g_beforeSwapTime/* timerGetHiTicks()*/ - gameUpdateStartTime;
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}
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frameJustDrawn = true;
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if (DEER)
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sub_5A02C();
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}
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