diff options
author | Patric Stout <truebrain@openttd.org> | 2021-06-17 20:22:57 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-06-17 20:22:57 +0200 |
commit | cf865597f8f14c56e96b22b9a7fef1b693fbcb08 (patch) | |
tree | f9792d33d19984f67c8514e9223a06a8ee4c08ee /src | |
parent | b45c006ab9bdfb92fa6be66dcfa00099adbb85a8 (diff) | |
download | openttd-cf865597f8f14c56e96b22b9a7fef1b693fbcb08.tar.xz |
Fix: don't propagate shift/ctrl state till next game-tick (#9381)
When the game-loop is very slow, it was easily possible to start
the loop with _shift_pressed being false, but end with
_shift_pressed being true. This doesn't hurt the game as such,
but for the user this can be very weird: I pressed "Buy Vehicle",
pressed shift a bit later, and I still get a cost indication.
Diffstat (limited to 'src')
-rw-r--r-- | src/video/video_driver.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/src/video/video_driver.cpp b/src/video/video_driver.cpp index 27824674a..8fe582760 100644 --- a/src/video/video_driver.cpp +++ b/src/video/video_driver.cpp @@ -116,21 +116,6 @@ void VideoDriver::Tick() /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */ if (this->next_draw_tick < now - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = now; - /* Keep the interactive randomizer a bit more random by requesting - * new values when-ever we can. */ - InteractiveRandom(); - - this->InputLoop(); - - /* Check if the fast-forward button is still pressed. */ - if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) { - ChangeGameSpeed(true); - this->fast_forward_via_key = true; - } else if (this->fast_forward_via_key) { - ChangeGameSpeed(false); - this->fast_forward_via_key = false; - } - /* Locking video buffer can block (especially with vsync enabled), do it before taking game state lock. */ this->LockVideoBuffer(); @@ -139,9 +124,24 @@ void VideoDriver::Tick() std::lock_guard<std::mutex> lock_wait(this->game_thread_wait_mutex); std::lock_guard<std::mutex> lock_state(this->game_state_mutex); + /* Keep the interactive randomizer a bit more random by requesting + * new values when-ever we can. */ + InteractiveRandom(); + this->DrainCommandQueue(); while (this->PollEvent()) {} + this->InputLoop(); + + /* Check if the fast-forward button is still pressed. */ + if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) { + ChangeGameSpeed(true); + this->fast_forward_via_key = true; + } else if (this->fast_forward_via_key) { + ChangeGameSpeed(false); + this->fast_forward_via_key = false; + } + ::InputLoop(); /* Prevent drawing when switching mode, as windows can be removed when they should still appear. */ |