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Fix regressions and minor improvements in refactor_the_game
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a) Fix double tap for jump and show_debug
b) Revert changes to limitFps()... there is no verification that the new method was an issue, but going back to old method just in case
b.2) limitFps() no longer calls device->run() and also no longer has to be called immediately after a call to device->run()
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Zeno- authored and RealBadAngel committed Nov 8, 2014
1 parent 92981b2 commit 1c21e39
Showing 1 changed file with 25 additions and 32 deletions.
57 changes: 25 additions & 32 deletions src/game.cpp
Expand Up @@ -1212,6 +1212,7 @@ struct GameRunData {
bool ldown_for_dig;
bool left_punch;
bool update_wielded_item_trigger;
bool reset_jump_timer;
float nodig_delay_timer;
float dig_time;
float dig_time_complete;
Expand Down Expand Up @@ -1332,6 +1333,7 @@ class Game
void processKeyboardInput(VolatileRunFlags *flags,
float *statustext_time,
float *jump_timer,
bool *reset_jump_timer,
u32 *profiler_current_page,
u32 profiler_max_page);
void processItemSelection(u16 *new_playeritem);
Expand Down Expand Up @@ -1568,9 +1570,7 @@ void Game::run()

flags.show_chat = true;
flags.show_hud = true;

/* FIXME: This should be updated every iteration, or not stored locally
now that key settings can be changed in-game */
flags.show_debug = g_settings->getBool("show_debug");
flags.invert_mouse = g_settings->getBool("invert_mouse");

/* Clear the profiler */
Expand All @@ -1585,6 +1585,8 @@ void Game::run()
&runData.fog_range,
client));

std::vector<aabb3f> highlight_boxes;

while (device->run() && !(*kill || g_gamecallback->shutdown_requested)) {

/* Must be called immediately after a device->run() call because it
Expand All @@ -1602,8 +1604,6 @@ void Game::run()

processQueues();

std::vector<aabb3f> highlight_boxes;

infotext = L"";
hud->resizeHotbar();
addProfilerGraphs(stats, draw_times, dtime);
Expand Down Expand Up @@ -2307,6 +2307,7 @@ void Game::processUserInput(VolatileRunFlags *flags,
flags,
&interact_args->statustext_time,
&interact_args->jump_timer,
&interact_args->reset_jump_timer,
&interact_args->profiler_current_page,
interact_args->profiler_max_page);

Expand All @@ -2317,6 +2318,7 @@ void Game::processUserInput(VolatileRunFlags *flags,
void Game::processKeyboardInput(VolatileRunFlags *flags,
float *statustext_time,
float *jump_timer,
bool *reset_jump_timer,
u32 *profiler_current_page,
u32 profiler_max_page)
{
Expand All @@ -2339,6 +2341,7 @@ void Game::processKeyboardInput(VolatileRunFlags *flags,
toggleFreeMove(statustext_time);
} else if (input->wasKeyDown(getKeySetting("keymap_jump"))) {
toggleFreeMoveAlt(statustext_time, jump_timer);
*reset_jump_timer = true;
} else if (input->wasKeyDown(getKeySetting("keymap_fastmove"))) {
toggleFast(statustext_time);
} else if (input->wasKeyDown(getKeySetting("keymap_noclip"))) {
Expand Down Expand Up @@ -2390,6 +2393,11 @@ void Game::processKeyboardInput(VolatileRunFlags *flags,
<< std::endl;
debug_stacks_print();
}

if (!input->isKeyDown(getKeySetting("keymap_jump")) && *reset_jump_timer) {
*reset_jump_timer = false;
*jump_timer = 0.0;
}
}


Expand Down Expand Up @@ -2485,10 +2493,8 @@ void Game::toggleFreeMove(float *statustext_time)

void Game::toggleFreeMoveAlt(float *statustext_time, float *jump_timer)
{
if (g_settings->getBool("doubletap_jump") && *jump_timer < 0.2f) {
if (g_settings->getBool("doubletap_jump") && *jump_timer < 0.2f)
toggleFreeMove(statustext_time);
*jump_timer = 0;
}
}


Expand Down Expand Up @@ -3759,6 +3765,7 @@ void Game::updateGui(float *statustext_time, const RunStats& stats,
drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;

u16 fps = 1.0 / stats.dtime_jitter.avg;
//s32 fps = driver->getFPS();

std::ostringstream os(std::ios_base::binary);
os << std::fixed
Expand Down Expand Up @@ -3871,18 +3878,16 @@ inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
****************************************************************************/

/* On some computers framerate doesn't seem to be automatically limited
*
* *Must* be called after device->run() so that device->getTimer()->getTime();
* is correct
*/
inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
{
// not using getRealTime is necessary for wine
device->getTimer()->tick(); // Maker sure device time is up-to-date
u32 time = device->getTimer()->getTime();

u32 last_time = fps_timings->last_time;

if (time > last_time) // Make sure time hasn't overflowed
if (time > last_time) // Make sure time hasn't overflowed
fps_timings->busy_time = time - last_time;
else
fps_timings->busy_time = 0;
Expand All @@ -3894,37 +3899,25 @@ inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
if (fps_timings->busy_time < frametime_min) {
fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
device->sleep(fps_timings->sleep_time);
time += fps_timings->sleep_time;
} else {
fps_timings->sleep_time = 0;
}

if (time > last_time) // Checking for overflow
*dtime = (time - last_time) / 1000.0;
else
*dtime = 0.03; // Choose 30fps as fallback in overflow case

fps_timings->last_time = time;

#if 0

/* This is the old method for calculating new_time and dtime, and seems
* like overkill considering timings are messed up by expected variation
* in execution speed in other places anyway. (This has nothing to do with
* WINE... the new method above calculates dtime based on sleep_time)
/* Get the new value of the device timer. Note that device->sleep() may
* not sleep for the entire requested time as sleep may be interrupted and
* therefore it is arguably more accurate to get the new time from the
* device rather than calculating it by adding sleep_time to time.
*/

// Necessary for device->getTimer()->getTime()
device->run();
device->getTimer()->tick(); // Update device timer
time = device->getTimer()->getTime();

if (time > last_time) // Make sure last_time hasn't overflowed
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000.0;
else
*dtime = 0.033;
*dtime = 0;

params->last_time = time;
#endif
fps_timings->last_time = time;
}


Expand Down

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