Although most commands are not useful on a dedicated server,
screenshot commands should be dequeued.
(cherry picked from commit 56050fc96f
)
This commit is contained in:

committed by
Jonathan G Rennison

parent
f52da3de3a
commit
457b4f80b6
@@ -270,6 +270,7 @@ void VideoDriver_Dedicated::MainLoop()
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while (!_exit_game) {
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while (!_exit_game) {
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if (!_dedicated_forks) DedicatedHandleKeyInput();
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if (!_dedicated_forks) DedicatedHandleKeyInput();
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this->DrainCommandQueue();
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ChangeGameSpeed(_ddc_fastforward);
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ChangeGameSpeed(_ddc_fastforward);
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this->Tick();
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this->Tick();
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@@ -328,23 +328,6 @@ protected:
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return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
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return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
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}
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}
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std::chrono::steady_clock::time_point next_game_tick;
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std::chrono::steady_clock::time_point next_draw_tick;
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bool fast_forward_key_pressed; ///< The fast-forward key is being pressed.
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bool fast_forward_via_key; ///< The fast-forward was enabled by key press.
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bool is_game_threaded;
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std::thread game_thread;
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std::recursive_mutex game_state_mutex;
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std::mutex game_thread_wait_mutex;
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static void GameThreadThunk(VideoDriver *drv);
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private:
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std::mutex cmd_queue_mutex;
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std::vector<std::function<void()>> cmd_queue;
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/** Execute all queued commands. */
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/** Execute all queued commands. */
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void DrainCommandQueue()
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void DrainCommandQueue()
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{
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{
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@@ -363,6 +346,23 @@ private:
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}
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}
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}
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}
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std::chrono::steady_clock::time_point next_game_tick;
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std::chrono::steady_clock::time_point next_draw_tick;
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bool fast_forward_key_pressed; ///< The fast-forward key is being pressed.
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bool fast_forward_via_key; ///< The fast-forward was enabled by key press.
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bool is_game_threaded;
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std::thread game_thread;
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std::recursive_mutex game_state_mutex;
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std::mutex game_thread_wait_mutex;
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static void GameThreadThunk(VideoDriver *drv);
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private:
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std::mutex cmd_queue_mutex;
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std::vector<std::function<void()>> cmd_queue;
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void GameLoop();
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void GameLoop();
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void GameThread();
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void GameThread();
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};
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};
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