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authorPatric Stout <truebrain@openttd.org>2021-02-20 11:54:33 +0100
committerPatric Stout <github@truebrain.nl>2021-02-20 17:08:44 +0100
commit0e76d965f1d90af6318586ab5f5b7c6a87989c02 (patch)
tree8b27947809768d7be2b74661f80f7d53d79fe9e3 /src/video/dedicated_v.cpp
parent7996fadb91b6ff9a8ca17791d03677ddb438fc07 (diff)
downloadopenttd-0e76d965f1d90af6318586ab5f5b7c6a87989c02.tar.xz
Codechange: deduplicate tick-handlers of all video drivers
They were all identical, so better put this in a single place hoping it is less likely to break.
Diffstat (limited to 'src/video/dedicated_v.cpp')
-rw-r--r--src/video/dedicated_v.cpp45
1 files changed, 3 insertions, 42 deletions
diff --git a/src/video/dedicated_v.cpp b/src/video/dedicated_v.cpp
index 53351458a..df3c41367 100644
--- a/src/video/dedicated_v.cpp
+++ b/src/video/dedicated_v.cpp
@@ -236,10 +236,6 @@ static void DedicatedHandleKeyInput()
void VideoDriver_Dedicated::MainLoop()
{
- auto cur_ticks = std::chrono::steady_clock::now();
- auto last_realtime_tick = cur_ticks;
- auto next_game_tick = cur_ticks;
-
/* Signal handlers */
#if defined(UNIX)
signal(SIGTERM, DedicatedSignalHandler);
@@ -283,43 +279,8 @@ void VideoDriver_Dedicated::MainLoop()
if (!_dedicated_forks) DedicatedHandleKeyInput();
- cur_ticks = std::chrono::steady_clock::now();
-
- /* If more than a millisecond has passed, increase the _realtime_tick. */
- if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
- auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
- _realtime_tick += delta.count();
- last_realtime_tick += delta;
- }
-
- if (cur_ticks >= next_game_tick || _ddc_fastforward) {
- if (_ddc_fastforward) {
- next_game_tick = cur_ticks + this->GetGameInterval();
- } else {
- next_game_tick += this->GetGameInterval();
- /* Avoid next_game_tick getting behind more and more if it cannot keep up. */
- if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
- }
-
- GameLoop();
- InputLoop();
- UpdateWindows();
- }
-
- /* Don't sleep when fast forwarding (for desync debugging) */
- if (!_ddc_fastforward) {
- /* Sleep longer on a dedicated server, if the game is paused and no clients connected.
- * That can allow the CPU to better use deep sleep states. */
- if (_pause_mode != 0 && !HasClients()) {
- std::this_thread::sleep_for(std::chrono::milliseconds(100));
- } else {
- /* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
- auto now = std::chrono::steady_clock::now();
-
- if (next_game_tick > now) {
- std::this_thread::sleep_for(next_game_tick - now);
- }
- }
- }
+ _fast_forward = _ddc_fastforward;
+ this->Tick();
+ this->SleepTillNextTick();
}
}