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

@@ -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();
}
}