Moved time-stepping out into Game. player ticks (including production) now run at the correct rate.
This commit is contained in:
@@ -124,16 +124,35 @@ namespace OpenRa.Game
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soundEngine.Play2D(sound, loop, false, false);
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soundEngine.Play2D(sound, loop, false, false);
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}
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}
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static int lastTime = Environment.TickCount;
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public const int timestep = 40;
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public static void ResetTimer()
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{
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lastTime = Environment.TickCount;
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}
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public static void Tick()
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public static void Tick()
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{
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{
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world.Update();
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int t = Environment.TickCount;
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UnitInfluence.Tick();
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int dt = t - lastTime;
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foreach( var player in players.Values )
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if( dt >= timestep )
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player.Tick();
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{
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lastTime += timestep;
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if( controller.orderGenerator != null )
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controller.orderGenerator.Tick();
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world.Tick();
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UnitInfluence.Tick();
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foreach( var player in players.Values )
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player.Tick();
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orderManager.Tick();
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}
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viewport.cursor = controller.ChooseCursor();
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viewport.DrawRegions();
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viewport.DrawRegions();
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orderManager.Tick();
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}
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}
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public static bool IsCellBuildable(int2 a, UnitMovementType umt)
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public static bool IsCellBuildable(int2 a, UnitMovementType umt)
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@@ -71,7 +71,7 @@ namespace OpenRa.Game
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ShowCursor(false);
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ShowCursor(false);
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Game.world.ResetTimer();
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Game.ResetTimer();
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}
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}
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internal void Run()
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internal void Run()
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@@ -79,9 +79,6 @@ namespace OpenRa.Game
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while (Created && Visible)
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while (Created && Visible)
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{
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{
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Game.Tick();
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Game.Tick();
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Game.viewport.cursor = Game.controller.ChooseCursor();
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if (Game.controller.orderGenerator != null)
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Game.controller.orderGenerator.Tick();
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Application.DoEvents();
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Application.DoEvents();
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}
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}
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}
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}
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@@ -1,60 +1,46 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using System.Windows.Forms;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Traits;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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namespace OpenRa.Game
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{
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{
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class World
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class World
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{
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{
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List<Actor> actors = new List<Actor>();
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List<Actor> actors = new List<Actor>();
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List<IEffect> effects = new List<IEffect>();
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List<IEffect> effects = new List<IEffect>();
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List<Action<World>> frameEndActions = new List<Action<World>>();
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List<Action<World>> frameEndActions = new List<Action<World>>();
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int lastTime = Environment.TickCount;
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const int timestep = 40;
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public void Add(Actor a) { actors.Add(a); ActorAdded(a); }
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public void Remove(Actor a) { actors.Remove(a); ActorRemoved(a); }
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public void Add(Actor a) { actors.Add(a); ActorAdded(a); }
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public void Remove(Actor a) { actors.Remove(a); ActorRemoved(a); }
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public void Add(IEffect b) { effects.Add(b); }
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public void Remove(IEffect b) { effects.Remove(b); }
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public void Add(IEffect b) { effects.Add(b); }
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public void Remove(IEffect b) { effects.Remove(b); }
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public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
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public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = a =>
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public event Action<Actor> ActorRemoved = a =>
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{
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{
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a.Health = 0; /* make sure everyone sees it as dead */
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a.Health = 0; /* make sure everyone sees it as dead */
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foreach (var nr in a.traits.WithInterface<INotifyRemoved>())
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foreach (var nr in a.traits.WithInterface<INotifyRemoved>())
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nr.Removed(a);
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nr.Removed(a);
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};
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};
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public void ResetTimer()
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public void Tick()
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{
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{
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lastTime = Environment.TickCount;
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foreach (var a in actors) a.Tick();
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}
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foreach (var e in effects) e.Tick();
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public void Update()
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Renderer.waterFrame += 0.00125f * Game.timestep;
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{
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Game.viewport.Tick();
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int t = Environment.TickCount;
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int dt = t - lastTime;
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foreach (Action<World> a in frameEndActions) a(this);
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if (dt >= timestep)
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frameEndActions.Clear();
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{
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}
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lastTime += timestep;
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public IEnumerable<Actor> Actors { get { return actors; } }
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foreach (var a in actors) a.Tick();
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foreach (var e in effects) e.Tick();
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Renderer.waterFrame += 0.00125f * timestep;
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Game.viewport.Tick();
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}
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foreach (Action<World> a in frameEndActions) a(this);
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frameEndActions.Clear();
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}
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public IEnumerable<Actor> Actors { get { return actors; } }
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public IEnumerable<IEffect> Effects { get { return effects; } }
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public IEnumerable<IEffect> Effects { get { return effects; } }
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uint nextAID = 0;
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uint nextAID = 0;
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@@ -62,5 +48,5 @@ namespace OpenRa.Game
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{
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{
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return nextAID++;
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return nextAID++;
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}
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}
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}
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}
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}
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}
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