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authorPatric Stout <truebrain@openttd.org>2021-02-17 14:46:19 +0100
committerPatric Stout <github@truebrain.nl>2021-02-19 10:43:15 +0100
commit25f6851ca184346297c1d953e9e649311a0dc083 (patch)
tree5fa298bd14e8c92eefa69d05ec69cf37f90fbd59 /src/video/dedicated_v.cpp
parentd437445c67bb76713614ae5a4242168c891b9978 (diff)
downloadopenttd-25f6851ca184346297c1d953e9e649311a0dc083.tar.xz
Codechange: switch all video drivers to std::chrono for keeping time
On all OSes we tested the std::chrono::steady_clock is of a high enough resolution to do millisecond measurements, which is all we need. By accident, this fixes a Win32 driver bug, where we would never hit our targets, as the resolution of the clock was too low to do accurate millisecond measurements with (it was ~16ms resolution instead).
Diffstat (limited to 'src/video/dedicated_v.cpp')
-rw-r--r--src/video/dedicated_v.cpp27
1 files changed, 7 insertions, 20 deletions
diff --git a/src/video/dedicated_v.cpp b/src/video/dedicated_v.cpp
index d237e2d9e..60459099b 100644
--- a/src/video/dedicated_v.cpp
+++ b/src/video/dedicated_v.cpp
@@ -195,14 +195,6 @@ static bool InputWaiting()
return select(STDIN + 1, &readfds, nullptr, nullptr, &tv) > 0;
}
-static uint32 GetTime()
-{
- struct timeval tim;
-
- gettimeofday(&tim, nullptr);
- return tim.tv_usec / 1000 + tim.tv_sec * 1000;
-}
-
#else
static bool InputWaiting()
@@ -210,11 +202,6 @@ static bool InputWaiting()
return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
}
-static uint32 GetTime()
-{
- return GetTickCount();
-}
-
#endif
static void DedicatedHandleKeyInput()
@@ -248,8 +235,9 @@ static void DedicatedHandleKeyInput()
void VideoDriver_Dedicated::MainLoop()
{
- uint32 cur_ticks = GetTime();
- uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
+ auto cur_ticks = std::chrono::steady_clock::now();
+ auto last_cur_ticks = cur_ticks;
+ auto next_tick = cur_ticks;
/* Signal handlers */
#if defined(UNIX)
@@ -290,15 +278,14 @@ void VideoDriver_Dedicated::MainLoop()
}
while (!_exit_game) {
- uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
InteractiveRandom(); // randomness
if (!_dedicated_forks) DedicatedHandleKeyInput();
- cur_ticks = GetTime();
- _realtime_tick += cur_ticks - prev_cur_ticks;
- if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks || _ddc_fastforward) {
- next_tick = cur_ticks + MILLISECONDS_PER_TICK;
+ cur_ticks = std::chrono::steady_clock::now();
+ _realtime_tick += std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_cur_ticks).count();
+ if (cur_ticks >= next_tick || _ddc_fastforward) {
+ next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
GameLoop();
UpdateWindows();