Codechange: deduplicate tick-handlers of all video drivers

They were all identical, so better put this in a single place
hoping it is less likely to break.
This commit is contained in:
Patric Stout 2021-02-20 11:54:33 +01:00 committed by Patric Stout
parent 7996fadb91
commit 0e76d965f1
10 changed files with 112 additions and 303 deletions

View File

@ -31,5 +31,6 @@ add_files(
dedicated_v.h
null_v.cpp
null_v.h
video_driver.cpp
video_driver.hpp
)

View File

@ -479,62 +479,16 @@ void VideoDriver_Allegro::InputLoop()
void VideoDriver_Allegro::MainLoop()
{
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
auto next_game_tick = cur_ticks;
auto next_draw_tick = cur_ticks;
for (;;) {
InteractiveRandom(); // randomness
PollEvent();
if (_exit_game) return;
cur_ticks = std::chrono::steady_clock::now();
/* If more than a millisecond has passed, increase the _realtime_tick. */
if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
_realtime_tick += delta.count();
last_realtime_tick += delta;
}
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
if (_fast_forward && !_pause_mode) {
next_game_tick = cur_ticks + this->GetGameInterval();
} else {
next_game_tick += this->GetGameInterval();
/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
}
GameLoop();
}
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
if (cur_ticks >= next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
next_draw_tick += this->GetDrawInterval();
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks;
this->InputLoop();
::InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
if (this->Tick()) {
this->Paint();
}
/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
auto next_tick = std::min(next_draw_tick, next_game_tick);
auto now = std::chrono::steady_clock::now();
if (next_tick > now) {
std::this_thread::sleep_for(next_tick - now);
}
}
this->SleepTillNextTick();
}
}

View File

@ -656,11 +656,6 @@ void VideoDriver_Cocoa::InputLoop()
/** Main game loop. */
void VideoDriver_Cocoa::GameLoop()
{
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
auto next_game_tick = cur_ticks;
auto next_draw_tick = cur_ticks;
for (;;) {
@autoreleasepool {
@ -674,52 +669,10 @@ void VideoDriver_Cocoa::GameLoop()
break;
}
cur_ticks = std::chrono::steady_clock::now();
/* If more than a millisecond has passed, increase the _realtime_tick. */
if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
_realtime_tick += delta.count();
last_realtime_tick += delta;
}
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
if (_fast_forward && !_pause_mode) {
next_game_tick = cur_ticks + this->GetGameInterval();
} else {
next_game_tick += this->GetGameInterval();
/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
}
::GameLoop();
}
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
if (cur_ticks >= next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
next_draw_tick += this->GetDrawInterval();
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks;
this->InputLoop();
::InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
if (this->Tick()) {
this->Paint();
}
/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
auto next_tick = std::min(next_draw_tick, next_game_tick);
auto now = std::chrono::steady_clock::now();
if (next_tick > now) {
std::this_thread::sleep_for(next_tick - now);
}
}
this->SleepTillNextTick();
}
}
}

View File

@ -236,10 +236,6 @@ static void DedicatedHandleKeyInput()
void VideoDriver_Dedicated::MainLoop()
{
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
auto next_game_tick = cur_ticks;
/* Signal handlers */
#if defined(UNIX)
signal(SIGTERM, DedicatedSignalHandler);
@ -283,43 +279,8 @@ void VideoDriver_Dedicated::MainLoop()
if (!_dedicated_forks) DedicatedHandleKeyInput();
cur_ticks = std::chrono::steady_clock::now();
/* If more than a millisecond has passed, increase the _realtime_tick. */
if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
_realtime_tick += delta.count();
last_realtime_tick += delta;
}
if (cur_ticks >= next_game_tick || _ddc_fastforward) {
if (_ddc_fastforward) {
next_game_tick = cur_ticks + this->GetGameInterval();
} else {
next_game_tick += this->GetGameInterval();
/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
}
GameLoop();
InputLoop();
UpdateWindows();
}
/* Don't sleep when fast forwarding (for desync debugging) */
if (!_ddc_fastforward) {
/* Sleep longer on a dedicated server, if the game is paused and no clients connected.
* That can allow the CPU to better use deep sleep states. */
if (_pause_mode != 0 && !HasClients()) {
std::this_thread::sleep_for(std::chrono::milliseconds(100));
} else {
/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
auto now = std::chrono::steady_clock::now();
if (next_game_tick > now) {
std::this_thread::sleep_for(next_game_tick - now);
}
}
}
_fast_forward = _ddc_fastforward;
this->Tick();
this->SleepTillNextTick();
}
}

View File

@ -786,42 +786,7 @@ void VideoDriver_SDL::LoopOnce()
return;
}
cur_ticks = std::chrono::steady_clock::now();
/* If more than a millisecond has passed, increase the _realtime_tick. */
if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
_realtime_tick += delta.count();
last_realtime_tick += delta;
}
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
if (_fast_forward && !_pause_mode) {
next_game_tick = cur_ticks + this->GetGameInterval();
} else {
next_game_tick += this->GetGameInterval();
/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
}
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
this->UnlockVideoBuffer();
GameLoop();
this->LockVideoBuffer();
}
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
if (cur_ticks >= next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
next_draw_tick += this->GetDrawInterval();
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks;
this->InputLoop();
::InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
if (VideoDriver::Tick()) {
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
@ -832,27 +797,12 @@ void VideoDriver_SDL::LoopOnce()
/* Emscripten is running an event-based mainloop; there is already some
* downtime between each iteration, so no need to sleep. */
#ifndef __EMSCRIPTEN__
/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
auto next_tick = std::min(next_draw_tick, next_game_tick);
auto now = std::chrono::steady_clock::now();
if (next_tick > now) {
this->UnlockVideoBuffer();
std::this_thread::sleep_for(next_tick - now);
this->LockVideoBuffer();
}
}
this->SleepTillNextTick();
#endif
}
void VideoDriver_SDL::MainLoop()
{
cur_ticks = std::chrono::steady_clock::now();
last_realtime_tick = cur_ticks;
next_game_tick = cur_ticks;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */

View File

@ -67,11 +67,6 @@ private:
*/
bool edit_box_focused;
std::chrono::steady_clock::time_point cur_ticks;
std::chrono::steady_clock::time_point last_realtime_tick;
std::chrono::steady_clock::time_point next_game_tick;
std::chrono::steady_clock::time_point next_draw_tick;
int startup_display;
std::thread draw_thread;
std::unique_lock<std::recursive_mutex> draw_lock;

View File

@ -704,11 +704,6 @@ void VideoDriver_SDL::InputLoop()
void VideoDriver_SDL::MainLoop()
{
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
auto next_game_tick = cur_ticks;
auto next_draw_tick = cur_ticks;
std::thread draw_thread;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
@ -746,61 +741,14 @@ void VideoDriver_SDL::MainLoop()
while (PollEvent() == -1) {}
if (_exit_game) break;
cur_ticks = std::chrono::steady_clock::now();
/* If more than a millisecond has passed, increase the _realtime_tick. */
if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
_realtime_tick += delta.count();
last_realtime_tick += delta;
}
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
if (_fast_forward && !_pause_mode) {
next_game_tick = cur_ticks + this->GetGameInterval();
} else {
next_game_tick += this->GetGameInterval();
/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
}
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
this->UnlockVideoBuffer();
GameLoop();
this->LockVideoBuffer();
}
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
if (cur_ticks >= next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
next_draw_tick += this->GetDrawInterval();
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks;
this->InputLoop();
::InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
if (this->Tick()) {
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
this->Paint();
}
}
/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
auto next_tick = std::min(next_draw_tick, next_game_tick);
auto now = std::chrono::steady_clock::now();
if (next_tick > now) {
this->UnlockVideoBuffer();
std::this_thread::sleep_for(next_tick - now);
this->LockVideoBuffer();
}
}
this->SleepTillNextTick();
}
if (_draw_mutex != nullptr) {

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@ -0,0 +1,83 @@
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file video_driver.cpp Common code between video driver implementations. */
#include "../stdafx.h"
#include "../debug.h"
#include "../gfx_func.h"
#include "../progress.h"
#include "../thread.h"
#include "../window_func.h"
#include "video_driver.hpp"
bool VideoDriver::Tick()
{
auto cur_ticks = std::chrono::steady_clock::now();
/* If more than a millisecond has passed, increase the _realtime_tick. */
if (cur_ticks - this->last_realtime_tick > std::chrono::milliseconds(1)) {
auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - this->last_realtime_tick);
_realtime_tick += delta.count();
this->last_realtime_tick += delta;
}
if (cur_ticks >= this->next_game_tick || (_fast_forward && !_pause_mode)) {
if (_fast_forward && !_pause_mode) {
this->next_game_tick = cur_ticks + this->GetGameInterval();
} else {
this->next_game_tick += this->GetGameInterval();
/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
if (this->next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = cur_ticks;
}
/* The game loop is the part that can run asynchronously.
* The rest except sleeping can't. */
this->UnlockVideoBuffer();
::GameLoop();
this->LockVideoBuffer();
/* For things like dedicated server, don't run a separate draw-tick. */
if (!this->HasGUI()) {
::InputLoop();
UpdateWindows();
this->next_draw_tick = this->next_game_tick;
}
}
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
if (this->HasGUI() && cur_ticks >= this->next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
this->next_draw_tick += this->GetDrawInterval();
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
if (this->next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = cur_ticks;
this->InputLoop();
::InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
return true;
}
return false;
}
void VideoDriver::SleepTillNextTick()
{
/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
auto next_tick = std::min(this->next_draw_tick, this->next_game_tick);
auto now = std::chrono::steady_clock::now();
if (next_tick > now) {
this->UnlockVideoBuffer();
std::this_thread::sleep_for(next_tick - now);
this->LockVideoBuffer();
}
}
}

View File

@ -189,6 +189,17 @@ protected:
*/
virtual void CheckPaletteAnim() {}
/**
* Run the game for a single tick, processing boththe game-tick and draw-tick.
* @returns True if the driver should redraw the screen.
*/
bool Tick();
/**
* Sleep till the next tick is about to happen.
*/
void SleepTillNextTick();
std::chrono::steady_clock::duration GetGameInterval()
{
return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
@ -198,6 +209,10 @@ protected:
{
return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
}
std::chrono::steady_clock::time_point last_realtime_tick;
std::chrono::steady_clock::time_point next_game_tick;
std::chrono::steady_clock::time_point next_draw_tick;
};
#endif /* VIDEO_VIDEO_DRIVER_HPP */

View File

@ -1156,10 +1156,6 @@ void VideoDriver_Win32::InputLoop()
void VideoDriver_Win32::MainLoop()
{
MSG mesg;
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
auto next_game_tick = cur_ticks;
auto next_draw_tick = cur_ticks;
std::thread draw_thread;
@ -1210,61 +1206,14 @@ void VideoDriver_Win32::MainLoop()
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
cur_ticks = std::chrono::steady_clock::now();
/* If more than a millisecond has passed, increase the _realtime_tick. */
if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
_realtime_tick += delta.count();
last_realtime_tick += delta;
}
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
if (_fast_forward && !_pause_mode) {
next_game_tick = cur_ticks + this->GetGameInterval();
} else {
next_game_tick += this->GetGameInterval();
/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
}
/* The game loop is the part that can run asynchronously.
* The rest except sleeping can't. */
this->UnlockVideoBuffer();
GameLoop();
this->LockVideoBuffer();
}
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
if (cur_ticks >= next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
next_draw_tick += this->GetDrawInterval();
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks;
this->InputLoop();
::InputLoop();
UpdateWindows();
CheckPaletteAnim();
if (this->Tick()) {
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
this->Paint();
}
}
/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
auto next_tick = std::min(next_draw_tick, next_game_tick);
auto now = std::chrono::steady_clock::now();
if (next_tick > now) {
this->UnlockVideoBuffer();
std::this_thread::sleep_for(next_tick - now);
this->LockVideoBuffer();
}
}
this->SleepTillNextTick();
}
if (_draw_threaded) {