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@@ -236,10 +236,6 @@ static void DedicatedHandleKeyInput()
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void VideoDriver_Dedicated::MainLoop()
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{
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auto cur_ticks = std::chrono::steady_clock::now();
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auto last_realtime_tick = cur_ticks;
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auto next_game_tick = cur_ticks;
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/* Signal handlers */
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#if defined(UNIX)
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signal(SIGTERM, DedicatedSignalHandler);
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@@ -283,43 +279,8 @@ void VideoDriver_Dedicated::MainLoop()
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if (!_dedicated_forks) DedicatedHandleKeyInput();
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cur_ticks = std::chrono::steady_clock::now();
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/* If more than a millisecond has passed, increase the _realtime_tick. */
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if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
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auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
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_realtime_tick += delta.count();
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last_realtime_tick += delta;
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}
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if (cur_ticks >= next_game_tick || _ddc_fastforward) {
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if (_ddc_fastforward) {
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next_game_tick = cur_ticks + this->GetGameInterval();
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} else {
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next_game_tick += this->GetGameInterval();
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/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
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if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
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}
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GameLoop();
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InputLoop();
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UpdateWindows();
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}
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/* Don't sleep when fast forwarding (for desync debugging) */
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if (!_ddc_fastforward) {
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/* Sleep longer on a dedicated server, if the game is paused and no clients connected.
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* That can allow the CPU to better use deep sleep states. */
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if (_pause_mode != 0 && !HasClients()) {
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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} else {
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/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
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auto now = std::chrono::steady_clock::now();
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if (next_game_tick > now) {
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std::this_thread::sleep_for(next_game_tick - now);
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}
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}
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}
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_fast_forward = _ddc_fastforward;
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this->Tick();
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this->SleepTillNextTick();
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}
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}
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