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.
This commit is contained in:
Patric Stout
2021-02-17 15:04:46 +01:00
committed by Patric Stout
parent 5bfa014505
commit c81c6e5eb7
9 changed files with 117 additions and 99 deletions

View File

@@ -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 && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
CheckPaletteAnim();
DrawSurfaceToScreen();
}
}
if (!_fast_forward || _pause_mode) {
if (_draw_mutex != nullptr) draw_lock.unlock();
CSleep(1);
if (_draw_mutex != nullptr) draw_lock.lock();
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 */
CheckPaletteAnim();
DrawSurfaceToScreen();
}
}