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).
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committed by
Patric Stout
parent
d437445c67
commit
25f6851ca1
@@ -195,14 +195,6 @@ static bool InputWaiting()
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return select(STDIN + 1, &readfds, nullptr, nullptr, &tv) > 0;
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}
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static uint32 GetTime()
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{
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struct timeval tim;
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gettimeofday(&tim, nullptr);
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return tim.tv_usec / 1000 + tim.tv_sec * 1000;
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}
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#else
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static bool InputWaiting()
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@@ -210,11 +202,6 @@ static bool InputWaiting()
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return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
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}
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static uint32 GetTime()
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{
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return GetTickCount();
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}
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#endif
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static void DedicatedHandleKeyInput()
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@@ -248,8 +235,9 @@ static void DedicatedHandleKeyInput()
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void VideoDriver_Dedicated::MainLoop()
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{
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uint32 cur_ticks = GetTime();
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uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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auto cur_ticks = std::chrono::steady_clock::now();
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auto last_cur_ticks = cur_ticks;
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auto next_tick = cur_ticks;
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/* Signal handlers */
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#if defined(UNIX)
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@@ -290,15 +278,14 @@ void VideoDriver_Dedicated::MainLoop()
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}
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while (!_exit_game) {
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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InteractiveRandom(); // randomness
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if (!_dedicated_forks) DedicatedHandleKeyInput();
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cur_ticks = GetTime();
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_realtime_tick += cur_ticks - prev_cur_ticks;
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if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks || _ddc_fastforward) {
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next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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cur_ticks = std::chrono::steady_clock::now();
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_realtime_tick += std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_cur_ticks).count();
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if (cur_ticks >= next_tick || _ddc_fastforward) {
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next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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GameLoop();
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UpdateWindows();
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