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@@ -14,6 +14,7 @@ using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Threading;
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using MaxMind.GeoIP2;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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@@ -73,6 +74,10 @@ namespace OpenRA
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JoinInner(new OrderManager("<no server>", -1, "", new EchoConnection()));
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}
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// More accurate replacement for Environment.TickCount
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static Stopwatch stopwatch = Stopwatch.StartNew();
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public static int RunTime { get { return (int)Game.stopwatch.ElapsedMilliseconds; } }
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public static int RenderFrame = 0;
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public static int NetFrameNumber { get { return orderManager.NetFrameNumber; } }
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public static int LocalTick { get { return orderManager.LocalFrameNumber; } }
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@@ -113,129 +118,6 @@ namespace OpenRA
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}, parent, id);
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}
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// Note: These delayed actions should only be used by widgets or disposing objects
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// - things that depend on a particular world should be queuing them on the worldactor.
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static ActionQueue delayedActions = new ActionQueue();
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public static void RunAfterTick(Action a) { delayedActions.Add(a); }
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public static void RunAfterDelay(int delay, Action a) { delayedActions.Add(a, delay); }
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static float cursorFrame = 0f;
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static void Tick(OrderManager orderManager)
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{
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if (orderManager.Connection.ConnectionState != lastConnectionState)
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{
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lastConnectionState = orderManager.Connection.ConnectionState;
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ConnectionStateChanged(orderManager);
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}
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TickInner(orderManager);
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if (worldRenderer != null && orderManager.world != worldRenderer.world)
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TickInner(worldRenderer.world.orderManager);
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using (new PerfSample("render"))
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{
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++RenderFrame;
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// worldRenderer is null during the initial install/download screen
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if (worldRenderer != null)
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{
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Renderer.BeginFrame(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
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Sound.SetListenerPosition(worldRenderer.Position(worldRenderer.Viewport.CenterLocation));
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worldRenderer.Draw();
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}
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else
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Renderer.BeginFrame(int2.Zero, 1f);
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using (new PerfSample("render_widgets"))
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{
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Ui.Draw();
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if (modData != null && modData.CursorProvider != null)
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{
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var cursorName = Ui.Root.GetCursorOuter(Viewport.LastMousePos) ?? "default";
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modData.CursorProvider.DrawCursor(Renderer, cursorName, Viewport.LastMousePos, (int)cursorFrame);
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}
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}
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using (new PerfSample("render_flip"))
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{
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Renderer.EndFrame(new DefaultInputHandler(orderManager.world));
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}
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}
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PerfHistory.items["render"].Tick();
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PerfHistory.items["batches"].Tick();
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PerfHistory.items["render_widgets"].Tick();
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PerfHistory.items["render_flip"].Tick();
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delayedActions.PerformActions();
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}
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static void TickInner(OrderManager orderManager)
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{
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var tick = Environment.TickCount;
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var world = orderManager.world;
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var uiTickDelta = tick - Ui.LastTickTime;
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if (uiTickDelta >= Timestep)
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{
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// Explained below for the world tick calculation
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var integralTickTimestep = (uiTickDelta / Timestep) * Timestep;
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Ui.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : Timestep;
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Viewport.TicksSinceLastMove += uiTickDelta / Timestep;
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Sync.CheckSyncUnchanged(world, Ui.Tick);
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cursorFrame += 0.5f;
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}
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var worldTimestep = world == null ? Timestep : world.Timestep;
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var worldTickDelta = (tick - orderManager.LastTickTime);
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if (worldTimestep != 0 && worldTickDelta >= worldTimestep)
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using (new PerfSample("tick_time"))
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{
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// Tick the world to advance the world time to match real time:
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// If dt < TickJankThreshold then we should try and catch up by repeatedly ticking
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// If dt >= TickJankThreshold then we should accept the jank and progress at the normal rate
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// dt is rounded down to an integer tick count in order to preserve fractional tick components.
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var integralTickTimestep = (worldTickDelta / worldTimestep) * worldTimestep;
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orderManager.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : worldTimestep;
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Sound.Tick();
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Sync.CheckSyncUnchanged(world, orderManager.TickImmediate);
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if (world != null)
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{
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var isNetTick = LocalTick % NetTickScale == 0;
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if (!isNetTick || orderManager.IsReadyForNextFrame)
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{
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++orderManager.LocalFrameNumber;
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Log.Write("debug", "--Tick: {0} ({1})", LocalTick, isNetTick ? "net" : "local");
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if (isNetTick)
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orderManager.Tick();
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Sync.CheckSyncUnchanged(world, () =>
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{
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world.OrderGenerator.Tick(world);
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world.Selection.Tick(world);
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});
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world.Tick();
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PerfHistory.Tick();
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}
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else
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if (orderManager.NetFrameNumber == 0)
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orderManager.LastTickTime = Environment.TickCount;
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Sync.CheckSyncUnchanged(world, () => world.TickRender(worldRenderer));
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}
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}
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}
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public static event Action LobbyInfoChanged = () => { };
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internal static void SyncLobbyInfo()
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@@ -268,7 +150,7 @@ namespace OpenRA
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Ui.KeyboardFocusWidget = null;
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orderManager.LocalFrameNumber = 0;
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orderManager.LastTickTime = Environment.TickCount;
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orderManager.LastTickTime = RunTime;
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orderManager.StartGame();
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worldRenderer.RefreshPalette();
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@@ -415,7 +297,7 @@ namespace OpenRA
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CreateServer(new ServerSettings(Settings.Server));
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while (true)
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{
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System.Threading.Thread.Sleep(100);
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Thread.Sleep(100);
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if (server.State == Server.ServerState.GameStarted && server.Conns.Count < 1)
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{
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@@ -502,10 +384,233 @@ namespace OpenRA
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static RunStatus state = RunStatus.Running;
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public static event Action OnQuit = () => { };
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static double idealFrameTime;
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public static void SetIdealFrameTime(int fps)
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// Note: These delayed actions should only be used by widgets or disposing objects
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// - things that depend on a particular world should be queuing them on the worldactor.
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static ActionQueue delayedActions = new ActionQueue();
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public static void RunAfterTick(Action a) { delayedActions.Add(a); }
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public static void RunAfterDelay(int delay, Action a) { delayedActions.Add(a, delay); }
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static float cursorFrame = 0f;
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static void InnerLogicTick(OrderManager orderManager)
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{
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idealFrameTime = 1.0 / fps;
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var tick = RunTime;
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var world = orderManager.world;
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var uiTickDelta = tick - Ui.LastTickTime;
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if (uiTickDelta >= Timestep)
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{
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// Explained below for the world tick calculation
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var integralTickTimestep = (uiTickDelta / Timestep) * Timestep;
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Ui.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : Timestep;
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Viewport.TicksSinceLastMove += uiTickDelta / Timestep;
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Sync.CheckSyncUnchanged(world, Ui.Tick);
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cursorFrame += 0.5f;
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}
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var worldTimestep = world == null ? Timestep : world.Timestep;
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var worldTickDelta = (tick - orderManager.LastTickTime);
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if (worldTimestep != 0 && worldTickDelta >= worldTimestep)
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{
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using (new PerfSample("tick_time"))
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{
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// Tick the world to advance the world time to match real time:
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// If dt < TickJankThreshold then we should try and catch up by repeatedly ticking
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// If dt >= TickJankThreshold then we should accept the jank and progress at the normal rate
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// dt is rounded down to an integer tick count in order to preserve fractional tick components.
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var integralTickTimestep = (worldTickDelta / worldTimestep) * worldTimestep;
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orderManager.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : worldTimestep;
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Sound.Tick();
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Sync.CheckSyncUnchanged(world, orderManager.TickImmediate);
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if (world != null)
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{
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var isNetTick = LocalTick % NetTickScale == 0;
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if (!isNetTick || orderManager.IsReadyForNextFrame)
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{
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++orderManager.LocalFrameNumber;
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Log.Write("debug", "--Tick: {0} ({1})", LocalTick, isNetTick ? "net" : "local");
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if (isNetTick)
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orderManager.Tick();
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Sync.CheckSyncUnchanged(world, () =>
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{
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world.OrderGenerator.Tick(world);
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world.Selection.Tick(world);
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});
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world.Tick();
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PerfHistory.Tick();
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}
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else
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if (orderManager.NetFrameNumber == 0)
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orderManager.LastTickTime = RunTime;
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Sync.CheckSyncUnchanged(world, () => world.TickRender(worldRenderer));
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}
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}
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}
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}
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static void LogicTick()
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{
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delayedActions.PerformActions();
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if (orderManager.Connection.ConnectionState != lastConnectionState)
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{
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lastConnectionState = orderManager.Connection.ConnectionState;
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ConnectionStateChanged(orderManager);
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}
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InnerLogicTick(orderManager);
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if (worldRenderer != null && orderManager.world != worldRenderer.world)
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InnerLogicTick(worldRenderer.world.orderManager);
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}
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static void RenderTick()
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{
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using (new PerfSample("render"))
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{
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++RenderFrame;
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// worldRenderer is null during the initial install/download screen
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if (worldRenderer != null)
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{
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Renderer.BeginFrame(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
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Sound.SetListenerPosition(worldRenderer.Position(worldRenderer.Viewport.CenterLocation));
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worldRenderer.Draw();
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}
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else
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Renderer.BeginFrame(int2.Zero, 1f);
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using (new PerfSample("render_widgets"))
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{
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Ui.Draw();
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if (modData != null && modData.CursorProvider != null)
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{
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var cursorName = Ui.Root.GetCursorOuter(Viewport.LastMousePos) ?? "default";
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modData.CursorProvider.DrawCursor(Renderer, cursorName, Viewport.LastMousePos, (int)cursorFrame);
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}
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}
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using (new PerfSample("render_flip"))
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Renderer.EndFrame(new DefaultInputHandler(orderManager.world));
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}
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PerfHistory.items["render"].Tick();
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PerfHistory.items["batches"].Tick();
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PerfHistory.items["render_widgets"].Tick();
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PerfHistory.items["render_flip"].Tick();
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}
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static void Loop()
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{
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// The game loop mainly does two things: logic updates and
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// drawing on the screen.
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// ---
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// We ideally want the logic to run every 'Timestep' ms and
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// rendering to be done at 'MaxFramerate', so 1000 / MaxFramerate ms.
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// Any additional free time is used in 'Sleep' so we don't
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// consume more CPU/GPU resources than necessary.
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// ---
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// In case logic or rendering takes more time than the ideal
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// and we're getting behind, we can skip rendering some frames
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// but there's a fail-safe minimum FPS to make sure the screen
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// gets updated at least that often.
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// ---
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// TODO: Separate world/UI rendering
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// It would be nice to separate the world rendering from the UI rendering
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// so that we can update the UI more often than the world. This would
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// help make the game playable (mouse/controls) even in low world
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// framerates.
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// It's not possible at the moment because the render buffer is cleared
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// before rendering and we don't keep the last rendered world buffer.
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// When the logic has fallen behind by this much, skip the pending
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// updates and start fresh.
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// For example, if we want to update logic every 10 ms but each loop
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// temporarily takes 100 ms, the 'nextLogic' timestamp will be too low
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// and the current timestamp ('now') will have moved on. Even if the
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// update time returns to normal, it will take a long time to catch up
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// (if ever).
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// This also means that the 'logicInterval' cannot be longer than this
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// value.
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const int maxLogicTicksBehind = 250;
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// Try to maintain at least this many FPS, even if it slows down logic.
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// This is easily observed when playing back a replay at max speed,
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// the frame rate will slow down to this value to allow the replay logic
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// to run faster.
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// However, if the user has enabled a framerate limit that is even lower
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// than this, then that limit will be used.
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const int minRenderFps = 10;
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// Timestamps for when the next logic and rendering should run
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var nextLogic = RunTime;
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var nextRender = RunTime;
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var forcedNextRender = RunTime;
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while (state == RunStatus.Running)
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{
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// Ideal time between logic updates. Timestep = 0 means the game is paused
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// but we still call LogicTick() because it handles pausing internally.
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var logicInterval = worldRenderer != null && worldRenderer.world.Timestep != 0 ? worldRenderer.world.Timestep : Game.Timestep;
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// Ideal time between screen updates
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var maxFramerate = Settings.Graphics.CapFramerate ? Settings.Graphics.MaxFramerate.Clamp(1, 1000) : 1000;
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var renderInterval = 1000 / maxFramerate;
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var now = RunTime;
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// If the logic has fallen behind too much, skip it and catch up
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if (now - nextLogic > maxLogicTicksBehind)
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nextLogic = now;
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// When's the next update (logic or render)
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|
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|
var nextUpdate = Math.Min(nextLogic, nextRender);
|
|
|
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|
if (now >= nextUpdate)
|
|
|
|
|
{
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|
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|
|
if (now >= nextLogic)
|
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|
|
|
{
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|
|
nextLogic += logicInterval;
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|
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|
|
LogicTick();
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|
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|
}
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|
var haveSomeTimeUntilNextLogic = now < nextLogic;
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|
var isTimeToRender = now >= nextRender;
|
|
|
|
|
var forceRender = now >= forcedNextRender;
|
|
|
|
|
|
|
|
|
|
if ((isTimeToRender && haveSomeTimeUntilNextLogic) || forceRender)
|
|
|
|
|
{
|
|
|
|
|
nextRender = now + renderInterval;
|
|
|
|
|
|
|
|
|
|
// Pick the minimum allowed FPS (the lower between 'minRenderFps'
|
|
|
|
|
// and the user's max frame rate) and convert it to maximum time
|
|
|
|
|
// allowed between screen updates.
|
|
|
|
|
// We do this before rendering to include the time rendering takes
|
|
|
|
|
// in this interval.
|
|
|
|
|
var maxRenderInterval = Math.Max(1000 / minRenderFps, renderInterval);
|
|
|
|
|
forcedNextRender = now + maxRenderInterval;
|
|
|
|
|
|
|
|
|
|
RenderTick();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Thread.Sleep(nextUpdate - now);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
internal static RunStatus Run()
|
|
|
|
|
@@ -516,25 +621,9 @@ namespace OpenRA
|
|
|
|
|
Settings.Graphics.CapFramerate = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetIdealFrameTime(Settings.Graphics.MaxFramerate);
|
|
|
|
|
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
while (state == RunStatus.Running)
|
|
|
|
|
{
|
|
|
|
|
if (Settings.Graphics.CapFramerate)
|
|
|
|
|
{
|
|
|
|
|
var sw = Stopwatch.StartNew();
|
|
|
|
|
|
|
|
|
|
Tick(orderManager);
|
|
|
|
|
|
|
|
|
|
var waitTime = Math.Min(idealFrameTime - sw.Elapsed.TotalSeconds, 1);
|
|
|
|
|
if (waitTime > 0)
|
|
|
|
|
System.Threading.Thread.Sleep(TimeSpan.FromSeconds(waitTime));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
Tick(orderManager);
|
|
|
|
|
}
|
|
|
|
|
Loop();
|
|
|
|
|
}
|
|
|
|
|
finally
|
|
|
|
|
{
|
|
|
|
|
|