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:

committed by
Patric Stout

parent
5bfa014505
commit
c81c6e5eb7
@@ -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();
|
||||
|
||||
/* 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();
|
||||
|
||||
UpdateWindows();
|
||||
CheckPaletteAnim();
|
||||
} else {
|
||||
/* 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();
|
||||
CSleep(1);
|
||||
if (_draw_threaded) draw_lock.lock();
|
||||
InputLoop();
|
||||
UpdateWindows();
|
||||
CheckPaletteAnim();
|
||||
}
|
||||
|
||||
NetworkDrawChatMessage();
|
||||
DrawMouseCursor();
|
||||
if (!_fast_forward || _pause_mode) {
|
||||
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
|
||||
GdiFlush();
|
||||
|
||||
if (_draw_mutex != nullptr) draw_lock.unlock();
|
||||
CSleep(1);
|
||||
if (_draw_mutex != nullptr) draw_lock.lock();
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user