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.
pull/221/head
Patric Stout 3 years ago committed by Patric Stout
parent 5bfa014505
commit c81c6e5eb7

@ -1465,7 +1465,6 @@ void GameLoop()
if (_game_mode == GM_BOOTSTRAP) {
/* Check for UDP stuff */
if (_network_available) NetworkBackgroundLoop();
InputLoop();
return;
}
@ -1505,8 +1504,6 @@ void GameLoop()
if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
InputLoop();
SoundDriver::GetInstance()->MainLoop();
MusicLoop();
}

@ -24,6 +24,7 @@
#include "../core/math_func.hpp"
#include "../framerate_type.h"
#include "../thread.h"
#include "../window_func.h"
#include "allegro_v.h"
#include <allegro.h>
@ -449,7 +450,8 @@ void VideoDriver_Allegro::MainLoop()
{
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
auto next_tick = cur_ticks;
auto next_game_tick = cur_ticks;
auto next_draw_tick = cur_ticks;
CheckPaletteAnim();
@ -481,8 +483,14 @@ void VideoDriver_Allegro::MainLoop()
last_realtime_tick += delta;
}
if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode)) {
next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
GameLoop();
}
if (cur_ticks >= next_draw_tick) {
next_draw_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
bool old_ctrl_pressed = _ctrl_pressed;
@ -498,16 +506,15 @@ void VideoDriver_Allegro::MainLoop()
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
GameLoop();
InputLoop();
UpdateWindows();
CheckPaletteAnim();
DrawSurfaceToScreen();
} else {
}
if (!_fast_forward || _pause_mode) {
CSleep(1);
NetworkDrawChatMessage();
DrawMouseCursor();
DrawSurfaceToScreen();
}
}
}

@ -636,7 +636,8 @@ void VideoDriver_Cocoa::GameLoop()
{
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
auto next_tick = cur_ticks;
auto next_game_tick = cur_ticks;
auto next_draw_tick = cur_ticks;
for (;;) {
@autoreleasepool {
@ -672,8 +673,14 @@ void VideoDriver_Cocoa::GameLoop()
last_realtime_tick += delta;
}
if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode)) {
next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
::GameLoop();
}
if (cur_ticks >= next_draw_tick) {
next_draw_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
bool old_ctrl_pressed = _ctrl_pressed;
@ -682,16 +689,15 @@ void VideoDriver_Cocoa::GameLoop()
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
::GameLoop();
InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
this->Draw();
} else {
}
if (!_fast_forward || _pause_mode) {
CSleep(1);
NetworkDrawChatMessage();
DrawMouseCursor();
this->Draw();
}
}
}

@ -21,6 +21,7 @@
#include "../core/random_func.hpp"
#include "../saveload/saveload.h"
#include "../thread.h"
#include "../window_func.h"
#include "dedicated_v.h"
#ifdef __OS2__
@ -295,6 +296,7 @@ void VideoDriver_Dedicated::MainLoop()
next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
GameLoop();
InputLoop();
UpdateWindows();
}

@ -10,6 +10,7 @@
#include "../stdafx.h"
#include "../gfx_func.h"
#include "../blitter/factory.hpp"
#include "../window_func.h"
#include "null_v.h"
#include "../safeguards.h"
@ -48,6 +49,7 @@ void VideoDriver_Null::MainLoop()
for (i = 0; i < this->ticks; i++) {
GameLoop();
InputLoop();
UpdateWindows();
}
}

@ -776,8 +776,18 @@ void VideoDriver_SDL::LoopOnce()
last_realtime_tick += delta;
}
if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode)) {
next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
if (_draw_mutex != nullptr) draw_lock.unlock();
GameLoop();
if (_draw_mutex != nullptr) draw_lock.lock();
}
if (cur_ticks >= next_draw_tick) {
next_draw_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
bool old_ctrl_pressed = _ctrl_pressed;
@ -792,48 +802,33 @@ void VideoDriver_SDL::LoopOnce()
(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
if (_draw_mutex != nullptr) draw_lock.unlock();
GameLoop();
if (_draw_mutex != nullptr) draw_lock.lock();
InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
} else {
/* Release the thread while sleeping */
if (_draw_mutex != nullptr) {
draw_lock.unlock();
CSleep(1);
draw_lock.lock();
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
/* Emscripten is running an event-based mainloop; there is already some
* downtime between each iteration, so no need to sleep. */
#ifndef __EMSCRIPTEN__
CSleep(1);
#endif
Paint();
}
NetworkDrawChatMessage();
DrawMouseCursor();
}
/* End of the critical part. */
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
Paint();
/* Emscripten is running an event-based mainloop; there is already some
* downtime between each iteration, so no need to sleep. */
#ifndef __EMSCRIPTEN__
if (!_fast_forward || _pause_mode) {
if (_draw_mutex != nullptr) draw_lock.unlock();
CSleep(1);
if (_draw_mutex != nullptr) draw_lock.lock();
}
#endif
}
void VideoDriver_SDL::MainLoop()
{
cur_ticks = std::chrono::steady_clock::now();
last_realtime_tick = cur_ticks;
next_tick = cur_ticks;
next_game_tick = cur_ticks;
this->CheckPaletteAnim();

@ -64,7 +64,8 @@ private:
std::chrono::steady_clock::time_point cur_ticks;
std::chrono::steady_clock::time_point last_realtime_tick;
std::chrono::steady_clock::time_point next_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;

@ -21,6 +21,7 @@
#include "../core/math_func.hpp"
#include "../fileio_func.h"
#include "../framerate_type.h"
#include "../window_func.h"
#include "sdl_v.h"
#include <SDL.h>
#include <mutex>
@ -650,7 +651,8 @@ void VideoDriver_SDL::MainLoop()
{
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
auto next_tick = cur_ticks;
auto next_game_tick = cur_ticks;
auto next_draw_tick = cur_ticks;
uint32 mod;
int numkeys;
Uint8 *keys;
@ -727,8 +729,18 @@ void VideoDriver_SDL::MainLoop()
last_realtime_tick += delta;
}
if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode)) {
next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
if (_draw_mutex != nullptr) draw_lock.unlock();
GameLoop();
if (_draw_mutex != nullptr) draw_lock.lock();
}
if (cur_ticks >= next_draw_tick) {
next_draw_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
bool old_ctrl_pressed = _ctrl_pressed;
@ -750,33 +762,22 @@ void VideoDriver_SDL::MainLoop()
#endif
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
if (_draw_mutex != nullptr) draw_lock.unlock();
GameLoop();
if (_draw_mutex != nullptr) draw_lock.lock();
InputLoop();
UpdateWindows();
_local_palette = _cur_palette;
} else {
/* Release the thread while sleeping */
if (_draw_mutex != nullptr) draw_lock.unlock();
CSleep(1);
if (_draw_mutex != nullptr) draw_lock.lock();
NetworkDrawChatMessage();
DrawMouseCursor();
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
CheckPaletteAnim();
DrawSurfaceToScreen();
}
}
/* End of the critical part. */
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
CheckPaletteAnim();
DrawSurfaceToScreen();
if (!_fast_forward || _pause_mode) {
if (_draw_mutex != nullptr) draw_lock.unlock();
CSleep(1);
if (_draw_mutex != nullptr) draw_lock.lock();
}
}

@ -1135,7 +1135,8 @@ void VideoDriver_Win32::MainLoop()
MSG mesg;
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
auto next_tick = cur_ticks;
auto next_game_tick = cur_ticks;
auto next_draw_tick = cur_ticks;
std::thread draw_thread;
std::unique_lock<std::recursive_mutex> draw_lock;
@ -1205,8 +1206,21 @@ void VideoDriver_Win32::MainLoop()
last_realtime_tick += delta;
}
if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode)) {
next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
/* The game loop is the part that can run asynchronously.
* The rest except sleeping can't. */
if (_draw_threaded) draw_lock.unlock();
GameLoop();
if (_draw_threaded) draw_lock.lock();
}
if (cur_ticks >= next_draw_tick) {
next_draw_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
bool old_ctrl_pressed = _ctrl_pressed;
@ -1226,30 +1240,23 @@ void VideoDriver_Win32::MainLoop()
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
if (_force_full_redraw) MarkWholeScreenDirty();
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
/* The game loop is the part that can run asynchronously.
* The rest except sleeping can't. */
if (_draw_threaded) draw_lock.unlock();
GameLoop();
if (_draw_threaded) draw_lock.lock();
if (_force_full_redraw) MarkWholeScreenDirty();
InputLoop();
UpdateWindows();
CheckPaletteAnim();
} else {
}
if (!_fast_forward || _pause_mode) {
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
/* Release the thread while sleeping */
if (_draw_threaded) draw_lock.unlock();
if (_draw_mutex != nullptr) draw_lock.unlock();
CSleep(1);
if (_draw_threaded) draw_lock.lock();
NetworkDrawChatMessage();
DrawMouseCursor();
if (_draw_mutex != nullptr) draw_lock.lock();
}
}

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