ref: 70b90f34d93eab3b1c0531a5881ffdbebfc30708
dir: /src/d_loop.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // DESCRIPTION: // Main loop code. // #include <stdlib.h> #include <string.h> #include "doomfeatures.h" #include "d_event.h" #include "d_loop.h" #include "d_ticcmd.h" #include "i_system.h" #include "i_timer.h" #include "i_video.h" #include "m_argv.h" #include "m_fixed.h" #include "net_client.h" #include "net_gui.h" #include "net_io.h" #include "net_query.h" #include "net_server.h" #include "net_sdl.h" #include "net_loop.h" // The complete set of data for a particular tic. typedef struct { ticcmd_t cmds[NET_MAXPLAYERS]; boolean ingame[NET_MAXPLAYERS]; } ticcmd_set_t; // Maximum time that we wait in TryRunTics() for netgame data to be // received before we bail out and render a frame anyway. // Vanilla Doom used 20 for this value, but we use a smaller value // instead for better responsiveness of the menu when we're stuck. #define MAX_NETGAME_STALL_TICS 5 // // gametic is the tic about to (or currently being) run // maketic is the tic that hasn't had control made for it yet // recvtic is the latest tic received from the server. // // a gametic cannot be run until ticcmds are received for it // from all players. // static ticcmd_set_t ticdata[BACKUPTICS]; // The index of the next tic to be made (with a call to BuildTiccmd). static int maketic; // The number of complete tics received from the server so far. static int recvtic; // The number of tics that have been run (using RunTic) so far. int gametic; // When set to true, a single tic is run each time TryRunTics() is called. // This is used for -timedemo mode. boolean singletics = false; // Index of the local player. static int localplayer; // Used for original sync code. static int skiptics = 0; // Reduce the bandwidth needed by sampling game input less and transmitting // less. If ticdup is 2, sample half normal, 3 = one third normal, etc. int ticdup; // Amount to offset the timer for game sync. fixed_t offsetms; // Use new client syncronisation code static boolean new_sync = true; // Callback functions for loop code. static loop_interface_t *loop_interface = NULL; // Current players in the multiplayer game. // This is distinct from playeringame[] used by the game code, which may // modify playeringame[] when playing back multiplayer demos. static boolean local_playeringame[NET_MAXPLAYERS]; // Requested player class "sent" to the server on connect. // If we are only doing a single player game then this needs to be remembered // and saved in the game settings. static int player_class; // 35 fps clock adjusted by offsetms milliseconds static int GetAdjustedTime(void) { int time_ms; time_ms = I_GetTimeMS(); if (new_sync) { // Use the adjustments from net_client.c only if we are // using the new sync mode. time_ms += (offsetms / FRACUNIT); } return (time_ms * TICRATE) / 1000; } static boolean BuildNewTic(void) { int gameticdiv; ticcmd_t cmd; gameticdiv = gametic/ticdup; I_StartTic (); loop_interface->ProcessEvents(); // Always run the menu loop_interface->RunMenu(); if (drone) { // In drone mode, do not generate any ticcmds. return false; } if (new_sync) { // If playing single player, do not allow tics to buffer // up very far if (!net_client_connected && maketic - gameticdiv > 2) return false; // Never go more than ~200ms ahead if (maketic - gameticdiv > 8) return false; } else { if (maketic - gameticdiv >= 5) return false; } //printf ("mk:%i ",maketic); memset(&cmd, 0, sizeof(ticcmd_t)); loop_interface->BuildTiccmd(&cmd, maketic); #ifdef FEATURE_MULTIPLAYER if (net_client_connected) { NET_CL_SendTiccmd(&cmd, maketic); } #endif ticdata[maketic % BACKUPTICS].cmds[localplayer] = cmd; ticdata[maketic % BACKUPTICS].ingame[localplayer] = true; ++maketic; return true; } // // NetUpdate // Builds ticcmds for console player, // sends out a packet // int lasttime; void NetUpdate (void) { int nowtime; int newtics; int i; // If we are running with singletics (timing a demo), this // is all done separately. if (singletics) return; #ifdef FEATURE_MULTIPLAYER // Run network subsystems NET_CL_Run(); NET_SV_Run(); #endif // check time nowtime = GetAdjustedTime() / ticdup; newtics = nowtime - lasttime; lasttime = nowtime; if (skiptics <= newtics) { newtics -= skiptics; skiptics = 0; } else { skiptics -= newtics; newtics = 0; } // build new ticcmds for console player for (i=0 ; i<newtics ; i++) { if (!BuildNewTic()) { break; } } } static void D_Disconnected(void) { // In drone mode, the game cannot continue once disconnected. if (drone) { I_Error("Disconnected from server in drone mode."); } // disconnected from server printf("Disconnected from server.\n"); } // // Invoked by the network engine when a complete set of ticcmds is // available. // void D_ReceiveTic(ticcmd_t *ticcmds, boolean *players_mask) { int i; // Disconnected from server? if (ticcmds == NULL && players_mask == NULL) { D_Disconnected(); return; } for (i = 0; i < NET_MAXPLAYERS; ++i) { if (!drone && i == localplayer) { // This is us. Don't overwrite it. } else { ticdata[recvtic % BACKUPTICS].cmds[i] = ticcmds[i]; ticdata[recvtic % BACKUPTICS].ingame[i] = players_mask[i]; } } ++recvtic; } // // Start game loop // // Called after the screen is set but before the game starts running. // void D_StartGameLoop(void) { lasttime = GetAdjustedTime() / ticdup; } // // Block until the game start message is received from the server. // static void BlockUntilStart(net_gamesettings_t *settings, netgame_startup_callback_t callback) { while (!NET_CL_GetSettings(settings)) { NET_CL_Run(); NET_SV_Run(); if (!net_client_connected) { I_Error("Lost connection to server"); } if (callback != NULL && !callback(net_client_wait_data.ready_players, net_client_wait_data.num_players)) { I_Error("Netgame startup aborted."); } I_Sleep(100); } } void D_StartNetGame(net_gamesettings_t *settings, netgame_startup_callback_t callback) { int i; offsetms = 0; recvtic = 0; settings->consoleplayer = 0; settings->num_players = 1; settings->player_classes[0] = player_class; //! // @category net // // Use new network client sync code rather than the classic // sync code. This is currently disabled by default because it // has some bugs. // if (M_CheckParm("-newsync") > 0) settings->new_sync = 1; else settings->new_sync = 0; // TODO: New sync code is not enabled by default because it's // currently broken. //if (M_CheckParm("-oldsync") > 0) // settings->new_sync = 0; //else // settings->new_sync = 1; //! // @category net // @arg <n> // // Send n extra tics in every packet as insurance against dropped // packets. // i = M_CheckParmWithArgs("-extratics", 1); if (i > 0) settings->extratics = atoi(myargv[i+1]); else settings->extratics = 1; //! // @category net // @arg <n> // // Reduce the resolution of the game by a factor of n, reducing // the amount of network bandwidth needed. // i = M_CheckParmWithArgs("-dup", 1); if (i > 0) settings->ticdup = atoi(myargv[i+1]); else settings->ticdup = 1; if (net_client_connected) { // Send our game settings and block until game start is received // from the server. NET_CL_StartGame(settings); BlockUntilStart(settings, callback); // Read the game settings that were received. NET_CL_GetSettings(settings); } if (drone) { settings->consoleplayer = 0; } // Set the local player and playeringame[] values. localplayer = settings->consoleplayer; for (i = 0; i < NET_MAXPLAYERS; ++i) { local_playeringame[i] = i < settings->num_players; } // Copy settings to global variables. ticdup = settings->ticdup; new_sync = settings->new_sync; // TODO: Message disabled until we fix new_sync. //if (!new_sync) //{ // printf("Syncing netgames like Vanilla Doom.\n"); //} } boolean D_InitNetGame(net_connect_data_t *connect_data) { boolean result = false; net_addr_t *addr = NULL; int i; // Call D_QuitNetGame on exit: I_AtExit(D_QuitNetGame, true); player_class = connect_data->player_class; #ifdef FEATURE_MULTIPLAYER //! // @category net // // Start a multiplayer server, listening for connections. // if (M_CheckParm("-server") > 0 || M_CheckParm("-privateserver") > 0) { NET_SV_Init(); NET_SV_AddModule(&net_loop_server_module); NET_SV_AddModule(&net_sdl_module); NET_SV_RegisterWithMaster(); net_loop_client_module.InitClient(); addr = net_loop_client_module.ResolveAddress(NULL); } else { //! // @category net // // Automatically search the local LAN for a multiplayer // server and join it. // i = M_CheckParm("-autojoin"); if (i > 0) { addr = NET_FindLANServer(); if (addr == NULL) { I_Error("No server found on local LAN"); } } //! // @arg <address> // @category net // // Connect to a multiplayer server running on the given // address. // i = M_CheckParmWithArgs("-connect", 1); if (i > 0) { net_sdl_module.InitClient(); addr = net_sdl_module.ResolveAddress(myargv[i+1]); if (addr == NULL) { I_Error("Unable to resolve '%s'\n", myargv[i+1]); } } } if (addr != NULL) { if (M_CheckParm("-drone") > 0) { connect_data->drone = true; } if (!NET_CL_Connect(addr, connect_data)) { I_Error("D_InitNetGame: Failed to connect to %s\n", NET_AddrToString(addr)); } printf("D_InitNetGame: Connected to %s\n", NET_AddrToString(addr)); // Wait for launch message received from server. NET_WaitForLaunch(); result = true; } #endif return result; } // // D_QuitNetGame // Called before quitting to leave a net game // without hanging the other players // void D_QuitNetGame (void) { #ifdef FEATURE_MULTIPLAYER NET_SV_Shutdown(); NET_CL_Disconnect(); #endif } static int GetLowTic(void) { int lowtic; lowtic = maketic; #ifdef FEATURE_MULTIPLAYER if (net_client_connected) { if (drone || recvtic < lowtic) { lowtic = recvtic; } } #endif return lowtic; } static int frameon; static int frameskip[4]; static int oldnettics; static void OldNetSync(void) { unsigned int i; int keyplayer = -1; frameon++; // ideally maketic should be 1 - 3 tics above lowtic // if we are consistantly slower, speed up time for (i=0 ; i<NET_MAXPLAYERS ; i++) { if (local_playeringame[i]) { keyplayer = i; break; } } if (keyplayer < 0) { // If there are no players, we can never advance anyway return; } if (localplayer == keyplayer) { // the key player does not adapt } else { if (maketic <= recvtic) { lasttime--; // printf ("-"); } frameskip[frameon & 3] = oldnettics > recvtic; oldnettics = maketic; if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3]) { skiptics = 1; // printf ("+"); } } } // Returns true if there are players in the game: static boolean PlayersInGame(void) { boolean result = false; unsigned int i; // If we are connected to a server, check if there are any players // in the game. if (net_client_connected) { for (i = 0; i < NET_MAXPLAYERS; ++i) { result = result || local_playeringame[i]; } } // Whether single or multi-player, unless we are running as a drone, // we are in the game. if (!drone) { result = true; } return result; } // When using ticdup, certain values must be cleared out when running // the duplicate ticcmds. static void TicdupSquash(ticcmd_set_t *set) { ticcmd_t *cmd; unsigned int i; for (i = 0; i < NET_MAXPLAYERS ; ++i) { cmd = &set->cmds[i]; cmd->chatchar = 0; if (cmd->buttons & BT_SPECIAL) cmd->buttons = 0; } } // When running in single player mode, clear all the ingame[] array // except the local player. static void SinglePlayerClear(ticcmd_set_t *set) { unsigned int i; for (i = 0; i < NET_MAXPLAYERS; ++i) { if (i != localplayer) { set->ingame[i] = false; } } } // // TryRunTics // void TryRunTics (void) { int i; int lowtic; int entertic; static int oldentertics; int realtics; int availabletics; int counts; // get real tics entertic = I_GetTime() / ticdup; realtics = entertic - oldentertics; oldentertics = entertic; // in singletics mode, run a single tic every time this function // is called. if (singletics) { BuildNewTic(); } else { NetUpdate (); } lowtic = GetLowTic(); availabletics = lowtic - gametic/ticdup; // decide how many tics to run if (new_sync) { counts = availabletics; } else { // decide how many tics to run if (realtics < availabletics-1) counts = realtics+1; else if (realtics < availabletics) counts = realtics; else counts = availabletics; if (counts < 1) counts = 1; if (net_client_connected) { OldNetSync(); } } if (counts < 1) counts = 1; // wait for new tics if needed while (!PlayersInGame() || lowtic < gametic/ticdup + counts) { NetUpdate (); lowtic = GetLowTic(); if (lowtic < gametic/ticdup) I_Error ("TryRunTics: lowtic < gametic"); // Still no tics to run? Sleep until some are available. if (lowtic < gametic/ticdup + counts) { // If we're in a netgame, we might spin forever waiting for // new network data to be received. So don't stay in here // forever - give the menu a chance to work. if (I_GetTime() / ticdup - entertic >= MAX_NETGAME_STALL_TICS) { return; } I_Sleep(1); } } // run the count * ticdup dics while (counts--) { ticcmd_set_t *set; if (!PlayersInGame()) { return; } set = &ticdata[(gametic / ticdup) % BACKUPTICS]; if (!net_client_connected) { SinglePlayerClear(set); } for (i=0 ; i<ticdup ; i++) { if (gametic/ticdup > lowtic) I_Error ("gametic>lowtic"); memcpy(local_playeringame, set->ingame, sizeof(local_playeringame)); loop_interface->RunTic(set->cmds, set->ingame); gametic++; // modify command for duplicated tics TicdupSquash(set); } NetUpdate (); // check for new console commands } } void D_RegisterLoopCallbacks(loop_interface_t *i) { loop_interface = i; }