Commit Graph

100 Commits

Author SHA1 Message Date
Rubidium f74e26ca7e Codechange: replace error/usererror printf variant with fmt variant and rename 2023-04-25 17:55:09 +02:00
Rubidium 24b5033a06 Fix #10568: "can savegame be loaded check" failed in dedicated server
* If loading fails, it usually returns SL_REINIT which doesn't trigger check
 * If savegame has NewGRFs, it complains NewGRFs are not allowed in intro game
2023-03-15 22:14:29 +01:00
Patric Stout 1fb101eabb
Codechange: address CodeQL issue "Multiplication result converted to larger type" (#10306)
Most are very unlikely to ever be triggered in our codebase; two
stand out: linkgraph and money cheat. Those, potentially, could
wrap earlier than expected.
2023-01-02 20:30:02 +00:00
rubidium42 55a11710a6 Codechange: convert printf DEBUG statements to fmt Debug statements 2021-06-13 12:45:45 +02:00
Patric Stout ca9a7df752
Codechange: rename str_validate to StrMakeValid(InPlace) (#9304)
This to be more explicit the function changes the value, and not
returns yes/no.
2021-05-29 11:21:38 +02:00
Patric Stout b136e65cf9
Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
2021-05-12 16:34:02 +02:00
Patric Stout 56050fc96f
Fix 91b8ce07: dedicated servers could no longer create screenshots (#9232)
Although most commands are not useful on a dedicated server,
screenshot commands should be dequeued.
2021-05-12 16:31:31 +02:00
Patric Stout 970fedd78c Add: make modal windows update more smooth
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.

This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.

It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).

Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
2021-03-10 13:41:18 +01:00
Patric Stout e56d2c63c3 Add: [Video] move GameLoop into its own thread
This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
2021-03-08 19:18:55 +01:00
Patric Stout c3dc27e37e Add: settings to limit your fast-forward game speed
By default this setting is set to 2500% normal game speed.
2021-02-28 18:04:51 +00:00
Patric Stout 67d3c6aa71 Codechange: [Video] move InteractiveRandom() to the VideoDriver 2021-02-24 21:58:47 +01:00
Niels Martin Hansen b427ddce88 Codechange: Switch to explicit wide strings 2021-02-23 11:25:39 +01:00
Patric Stout 0e76d965f1 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.
2021-02-20 17:08:44 +01:00
Patric Stout fa170b9ace Feature: configurable refresh-rate and change default to 60fps
Most modern games run on 60 fps, and for good reason. This gives
a much smoother experiences.

As some people have monitors that can do 144Hz or even 240Hz, allow
people to configure the refresh rate. Of course, the higher you
set the value, the more time the game spends on drawing pixels
instead of simulating the game, which has an effect on simulation
speed.

The simulation will still always run at 33.33 fps, and is not
influences by this setting.
2021-02-19 10:43:15 +01:00
Patric Stout eb9b1ad68d Change: sleep till the next tick in the main loop
Sleep for 1ms (which is always (a lot) more than 1ms) is just
randomly guessing and hoping you hit your deadline, give or take.

But given we can calculate when our next frame is happening, we
can just sleep for that exact amount. As these values are often
a bit larger, it is also more likely the OS can schedule us back
in close to our requested target. This means it is more likely we
hit our deadlines, which makes the FPS a lot more stable.
2021-02-19 10:43:15 +01:00
Patric Stout ae7a2b9f02 Change: allow video-drivers to miss deadlines slightly
Before, every next frame was calculated from the current time.
If for some reason the current frame was drifting a bit, the
next would too, and the next more, etc etc. This meant we rarely
hit the targets we would like, like 33.33fps.

Instead, allow video-drivers to drift slightly, and schedule the
next frame based on the time the last should have happened. Only
if the drift gets too much, that deadlines are missed for longer
period of times, schedule the next frame based on the current
time.

This makes the FPS a lot smoother, as sleeps aren't as exact as
you might think.
2021-02-19 10:43:15 +01:00
Patric Stout c81c6e5eb7 Add: draw the screen at a steady pace, also during fast-forward
During fast-forward, the game was drawing as fast as it could. This
means that the fast-forward was limited also by how fast we could
draw, something that people in general don't expect.

To give an extreme case, if you are fully zoomed out on a busy
map, fast-forward would be mostly limited because of the time it
takes to draw the screen.

By decoupling the draw-tick and game-tick, we can keep the pace
of the draw-tick the same while speeding up the game-tick. To use
the extreme case as example again, if you are fully zoomed out
now, the screen only redraws 33.33 times per second, fast-forwarding
or not. This means fast-forward is much more likely to go at the
same speed, no matter what you are looking at.
2021-02-19 10:43:15 +01:00
Patric Stout 5bfa014505 Codechange: track _realtime_tick more accurate
_realtime_tick was reset every time the diff was calculated. This
means if it would trigger, say, every N.9 milliseconds, it would
after two iterations already drift a millisecond. This adds up
pretty quick.
2021-02-19 10:43:15 +01:00
Patric Stout 25f6851ca1 Codechange: switch all video drivers to std::chrono for keeping time
On all OSes we tested the std::chrono::steady_clock is of a high
enough resolution to do millisecond measurements, which is all we
need.

By accident, this fixes a Win32 driver bug, where we would never
hit our targets, as the resolution of the clock was too low to
do accurate millisecond measurements with (it was ~16ms resolution
instead).
2021-02-19 10:43:15 +01:00
Michael Lutz fa60c1f8b9
Feature: Choose a sensible window size on a fresh OTTD config file. (#8536) 2021-01-14 21:53:06 +01:00
Michael Lutz 65f65ad2ad Codechange: Convert some more FIO functions to take std::string. 2020-12-27 13:19:25 +01:00
Charles Pigott 860c270c73 Codechange: Replace assert_compile macro with static_assert 2020-12-27 10:55:42 +00:00
Michael Lutz 37bc2f8064 Codechange: Use std::string in the driver and blitter selection code. 2020-05-21 20:02:34 +02:00
S. D. Cloudt 13cc8a0cee Cleanup: Removed SVN headers 2019-11-10 17:59:20 +00:00
nikolas 9d6fb257c3 Cleanup: Remove duplicate thread.h include (#7683) 2019-08-06 07:43:00 +01:00
Henry Wilson 7c8e7c6b6e Codechange: Use null pointer literal instead of the NULL macro 2019-04-10 23:22:20 +02:00
Michael Lutz ae748166d0 Codechange: Use platform independent C++11 function for sleeping on a thread. 2019-04-06 11:27:39 +02:00
Michael Lutz 05bc2ed7cb Codechange: Replace custom thread code with C++11 thread objects.
We assume a conforming C++11 compiler environment that has a valid <thread>-header.
Failure to run a real thread is handled gracefully.
2019-04-06 11:27:39 +02:00
Patric Stout e3c639a09f Remove: ENABLE_NETWORK switch
This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
2019-03-20 19:24:55 +01:00
Patric Stout f58db44ff2 Remove: BeOS support (deprecated by Haiku)
In 10 years there is no commit to change how BeOS works, and we
have no active maintainer for it. It is unlikely it works in its
current state (but not impossible).

With the arrival of SDL2 (and removal of SDL), BeOS is no longer
support. SDL2 suggests to use Haiku instead of BeOS.
2019-03-05 22:03:00 +01:00
glx c540d72445 Fix: [Win32] WIN32 may not be defined, always prefer the compiler predefined macro _WIN32 2018-12-27 18:09:16 +01:00
Patric Stout aef69443e7 Remove: WinCE support 2018-04-29 15:32:16 +02:00
Patric Stout 85adde7485 Remove: PSP support 2018-04-29 15:32:16 +02:00
michi_cc c83306391e (svn r27673) -Add: [Win32] Thread names for windows debuggers. 2016-10-30 18:22:55 +00:00
alberth 0adfb1ac6f (svn r27653) -Fix(r27647): Rename FileOperation enum and values to SaveLoadOperation to avoid nameclash with windows compiler toolkit. 2016-09-04 16:06:50 +00:00
alberth 597380e099 (svn r27650) -Codechange: Replace SaveOrLoadMode by FileOperation and DetailedFileType. 2016-09-04 12:57:43 +00:00
frosch 0e8bfeb7a9 (svn r26496) -Fix (r1547): Reading console input on dedicated server relied on unspecified behaviour. 2014-04-24 17:49:31 +00:00
rubidium 0463dbdc9e (svn r26482) -Codechange: add an include that allows us to undefine/redefine "unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values 2014-04-23 20:13:33 +00:00
planetmaker 3e9c10f9e1 (svn r26449) -Add: Allow more sound sleep for dedicated servers when there's nothing to do and nobody paying attention 2014-04-08 20:19:41 +00:00
rubidium 2618d960e3 (svn r26209) -Codechange: remove some template magic and simplify some code 2014-01-02 22:41:58 +00:00
planetmaker c24374f99c (svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow) 2013-01-08 22:46:42 +00:00
rubidium b231e80125 (svn r23470) -Codechange: move declaration of SwitchToMode to a header instead of declaring it in 6 other files 2011-12-10 08:31:14 +00:00
michi_cc 6a2735d24e (svn r23119) -Fix: [Win32] Don't show a crash/assertion message box for a GUI-less video driver. 2011-11-04 23:47:00 +00:00
alberth f1cae9960f (svn r22512) -Add: Save heightmap. 2011-05-28 13:55:34 +00:00
alberth 1dbc0a20be (svn r22144) -Codechange: Unify 'while (true)' to 'for (;;)' 2011-02-25 21:53:43 +00:00
rubidium 69766049ce (svn r21396) -Codechange: rename SafeSaveOrLoad to SaveLoad (it only did load), and add support for (safe) loading with a LoadFilter 2010-12-05 14:43:10 +00:00
rubidium ab44c91778 (svn r21252) -Codechange: introduce a constant for the number of milliseconds per game tick and use it 2010-11-19 10:35:59 +00:00
rubidium c0ba81e617 (svn r20783) -Change/Fix: do autosave-on-exit as well when using kill/CTRL-C to terminate a dedicated OpenTTD 2010-09-10 20:03:45 +00:00
frosch 4bd32799f1 (svn r20286) -Codechange: Unify end of doxygen comments. 2010-08-01 19:44:49 +00:00
rubidium b8487afe54 (svn r20192) -Cleanup: bye bye variables.h, bye bye VARDEF... you won't be missed :) 2010-07-19 17:28:27 +00:00