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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
# include "quakedef.h"
# include <assert.h>
# include "engine_launcher_api.h"
# include "iengine.h"
# include "ivideomode.h"
# include "igame.h"
# include "vmodes.h"
# include "modes.h"
# include "sys.h"
# include "host.h"
# include "keys.h"
# include "cdll_int.h"
# include "host_state.h"
# include "cdll_engine_int.h"
# include "sys_dll.h"
# include "tier0/vprof.h"
# include "profile.h"
# include "gl_matsysiface.h"
# include "vprof_engine.h"
# include "server.h"
# include "cl_demo.h"
# include "toolframework/itoolframework.h"
# include "toolframework/itoolsystem.h"
# include "inputsystem/iinputsystem.h"
# include "gl_cvars.h"
# include "filesystem_engine.h"
# include "tier0/cpumonitoring.h"
# ifndef SWDS
# include "vgui_baseui_interface.h"
# endif
# include "tier0/etwprof.h"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
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# ifdef POSIX
# include <signal.h>
# endif
2020-04-22 16:56:21 +00:00
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void Sys_ShutdownGame ( void ) ;
int Sys_InitGame ( CreateInterfaceFn appSystemFactory ,
char const * pBaseDir , void * pwnd , int bIsDedicated ) ;
// Sleep time when not focus. Set to 0 to not sleep even if app doesn't have focus.
ConVar engine_no_focus_sleep ( " engine_no_focus_sleep " , " 50 " , FCVAR_ARCHIVE ) ;
// sleep time when not focus
# define NOT_FOCUS_SLEEP 50
# define DEFAULT_FPS_MAX 300
# define DEFAULT_FPS_MAX_S "300"
static int s_nDesiredFPSMax = DEFAULT_FPS_MAX ;
static bool s_bFPSMaxDrivenByPowerSavings = false ;
//-----------------------------------------------------------------------------
// ConVars and ConCommands
//-----------------------------------------------------------------------------
static void fps_max_callback ( IConVar * var , const char * pOldValue , float flOldValue )
{
// Only update s_nDesiredFPSMax when not driven by the mat_powersavingsmode ConVar (see below)
if ( ! s_bFPSMaxDrivenByPowerSavings )
{
s_nDesiredFPSMax = ( ( ConVar * ) var ) - > GetInt ( ) ;
}
}
ConVar fps_max ( " fps_max " , DEFAULT_FPS_MAX_S , FCVAR_NOT_CONNECTED , " Frame rate limiter, cannot be set while connected to a server. " , fps_max_callback ) ;
// When set, this ConVar (typically driven from the advanced video settings) will drive fps_max (see above) to
// half of the refresh rate, if the user hasn't otherwise set fps_max (via console, commandline etc)
static void mat_powersavingsmode_callback ( IConVar * var , const char * pOldValue , float flOldValue )
{
s_bFPSMaxDrivenByPowerSavings = true ;
int nRefresh = s_nDesiredFPSMax ;
if ( ( ( ConVar * ) var ) - > GetBool ( ) )
{
MaterialVideoMode_t mode ;
materials - > GetDisplayMode ( mode ) ;
nRefresh = MAX ( 30 , ( mode . m_RefreshRate + 1 ) > > 1 ) ; // Half of display refresh rate (min of 30Hz)
}
fps_max . SetValue ( nRefresh ) ;
s_bFPSMaxDrivenByPowerSavings = false ;
}
static ConVar mat_powersavingsmode ( " mat_powersavingsmode " , " 0 " , FCVAR_ARCHIVE , " Power Savings Mode " , mat_powersavingsmode_callback ) ;
# ifndef _RETAIL
static ConVar async_serialize ( " async_serialize " , " 0 " , 0 , " Force async reads to serialize for profiling " ) ;
# define ShouldSerializeAsync() async_serialize.GetBool()
# else
# define ShouldSerializeAsync() false
# endif
extern ConVar host_timer_spin_ms ;
extern float host_nexttick ;
extern IVEngineClient * engineClient ;
# ifdef WIN32
static void cpu_frequency_monitoring_callback ( IConVar * var , const char * pOldValue , float flOldValue )
{
// Set the specified interval for CPU frequency monitoring
SetCPUMonitoringInterval ( ( unsigned ) ( ( ( ConVar * ) var ) - > GetFloat ( ) * 1000 ) ) ;
}
ConVar cpu_frequency_monitoring ( " cpu_frequency_monitoring " , " 0 " , 0 , " Set CPU frequency monitoring interval in seconds. Zero means disabled. " , true , 0.0f , true , 10.0f , cpu_frequency_monitoring_callback ) ;
# endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEngine : public IEngine
{
public :
CEngine ( void ) ;
virtual ~ CEngine ( void ) ;
bool Load ( bool dedicated , const char * basedir ) ;
virtual void Unload ( void ) ;
virtual EngineState_t GetState ( void ) ;
virtual void SetNextState ( EngineState_t iNextState ) ;
void Frame ( void ) ;
float GetFrameTime ( void ) ;
float GetCurTime ( void ) ;
bool TrapKey_Event ( ButtonCode_t key , bool down ) ;
void TrapMouse_Event ( int buttons , bool down ) ;
void StartTrapMode ( void ) ;
bool IsTrapping ( void ) ;
bool CheckDoneTrapping ( ButtonCode_t & key ) ;
int GetQuitting ( void ) ;
void SetQuitting ( int quittype ) ;
private :
bool FilterTime ( float t ) ;
int m_nQuitting ;
EngineState_t m_nDLLState ;
EngineState_t m_nNextDLLState ;
double m_flCurrentTime ;
double m_flFrameTime ;
double m_flPreviousTime ;
float m_flFilteredTime ;
float m_flMinFrameTime ; // Expected duration of a frame, or zero if it is unlimited.
float m_flLastRemainder ; // 'Unused' time on the last render loop.
bool m_bCatchupTime ;
} ;
static CEngine g_Engine ;
IEngine * eng = ( IEngine * ) & g_Engine ;
//IEngineAPI *engine = NULL;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CEngine : : CEngine ( void )
{
m_nDLLState = DLL_INACTIVE ;
m_nNextDLLState = DLL_INACTIVE ;
m_flCurrentTime = 0.0 ;
m_flFrameTime = 0.0f ;
m_flPreviousTime = 0.0 ;
m_flFilteredTime = 0.0f ;
m_flMinFrameTime = 0.0f ;
m_flLastRemainder = 0.0f ;
m_bCatchupTime = false ;
m_nQuitting = QUIT_NOTQUITTING ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEngine : : ~ CEngine ( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEngine : : Unload ( void )
{
Sys_ShutdownGame ( ) ;
m_nDLLState = DLL_INACTIVE ;
m_nNextDLLState = DLL_INACTIVE ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CEngine : : Load ( bool bDedicated , const char * rootdir )
{
bool success = false ;
// Activate engine
// NOTE: We must bypass the 'next state' block here for initialization to work properly.
m_nDLLState = m_nNextDLLState = InEditMode ( ) ? DLL_PAUSED : DLL_ACTIVE ;
if ( Sys_InitGame (
g_AppSystemFactory ,
rootdir ,
game - > GetMainWindowAddress ( ) ,
bDedicated ) )
{
success = true ;
UpdateMaterialSystemConfig ( ) ;
}
return success ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : dt -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CEngine : : FilterTime ( float dt )
{
if ( sv . IsDedicated ( ) & & ! g_bDedicatedServerBenchmarkMode )
{
m_flMinFrameTime = host_nexttick ;
return ( dt > = host_nexttick ) ;
}
m_flMinFrameTime = 0.0f ;
// Dedicated's tic_rate regulates server frame rate. Don't apply fps filter here.
// Only do this restriction on the client. Prevents clients from accomplishing certain
// hacks by pausing their client for a period of time.
if ( IsPC ( ) & & ! sv . IsDedicated ( ) & & ! CanCheat ( ) & & fps_max . GetFloat ( ) < 30 )
{
// Don't do anything if fps_max=0 (which means it's unlimited).
if ( fps_max . GetFloat ( ) ! = 0.0f )
{
Warning ( " sv_cheats is 0 and fps_max is being limited to a minimum of 30 (or set to 0). \n " ) ;
fps_max . SetValue ( 30.0f ) ;
}
}
float fps = fps_max . GetFloat ( ) ;
if ( fps > 0.0f )
{
// Limit fps to withing tolerable range
// fps = max( MIN_FPS, fps ); // red herring - since we're only checking if dt < 1/fps, clamping against MIN_FPS has no effect
fps = min ( MAX_FPS , ( double ) fps ) ;
float minframetime = 1.0 / fps ;
m_flMinFrameTime = minframetime ;
if (
# if !defined(SWDS)
! demoplayer - > IsPlayingTimeDemo ( ) & &
# endif
! g_bDedicatedServerBenchmarkMode & &
dt < minframetime )
{
// framerate is too high
return false ;
}
}
return true ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
void CEngine : : Frame ( void )
{
// yield the CPU for a little while when paused, minimized, or not the focus
// FIXME: Move this to main windows message pump?
if ( IsPC ( ) & & ! game - > IsActiveApp ( ) & & ! sv . IsDedicated ( ) & & engine_no_focus_sleep . GetInt ( ) > 0 )
{
VPROF_BUDGET ( " Sleep " , VPROF_BUDGETGROUP_SLEEPING ) ;
# if defined( RAD_TELEMETRY_ENABLED )
if ( ! g_Telemetry . Level )
# endif
g_pInputSystem - > SleepUntilInput ( engine_no_focus_sleep . GetInt ( ) ) ;
}
if ( m_flPreviousTime = = 0 )
{
( void ) FilterTime ( 0.0f ) ;
m_flPreviousTime = Sys_FloatTime ( ) - m_flMinFrameTime ;
}
// Watch for data from the CPU frequency monitoring system and print it to the console.
const CPUFrequencyResults frequency = GetCPUFrequencyResults ( ) ;
static double s_lastFrequencyTimestamp ;
if ( frequency . m_timeStamp > s_lastFrequencyTimestamp )
{
s_lastFrequencyTimestamp = frequency . m_timeStamp ;
Msg ( " ~CPU Freq: %1.3f GHz Percent of requested: %3.1f%% Minimum percent seen: %3.1f%% \n " ,
frequency . m_GHz , frequency . m_percentage , frequency . m_lowestPercentage ) ;
}
// Loop until it is time for our frame. Don't return early because pumping messages
// and processing console input is expensive (0.1 ms for each call to ProcessConsoleInput).
for ( ; ; )
{
// Get current time
m_flCurrentTime = Sys_FloatTime ( ) ;
// Determine dt since we last ticked
m_flFrameTime = m_flCurrentTime - m_flPreviousTime ;
// This should never happen...
Assert ( m_flFrameTime > = 0.0f ) ;
if ( m_flFrameTime < 0.0f )
{
// ... but if the clock ever went backwards due to a bug,
// we'd have no idea how much time has elapsed, so just
// catch up to the next scheduled server tick.
m_flFrameTime = host_nexttick ;
}
if ( FilterTime ( m_flFrameTime ) )
{
// Time to render our frame.
break ;
}
if ( IsPC ( ) & & ( ! sv . IsDedicated ( ) | | host_timer_spin_ms . GetFloat ( ) ! = 0 ) )
{
// ThreadSleep may be imprecise. On non-dedicated servers, we busy-sleep
// for the last one or two milliseconds to ensure very tight timing.
float fBusyWaitMS = IsWindows ( ) ? 2.25f : 1.5f ;
if ( sv . IsDedicated ( ) )
{
fBusyWaitMS = host_timer_spin_ms . GetFloat ( ) ;
fBusyWaitMS = MAX ( fBusyWaitMS , 0.5f ) ;
}
// If we are meeting our frame rate then go idle for a while
// to avoid wasting power and to let other threads/processes run.
// Calculate how long we need to wait.
int nSleepMS = ( int ) ( ( m_flMinFrameTime - m_flFrameTime ) * 1000 - fBusyWaitMS ) ;
if ( nSleepMS > 0 )
ThreadSleep ( nSleepMS ) ;
// Go back to the top of the loop and see if it is time yet.
}
else
{
int nSleepMicrosecs = ( int ) ceilf ( clamp ( ( m_flMinFrameTime - m_flFrameTime ) * 1000000.f , 1.f , 1000000.f ) ) ;
# ifdef POSIX
usleep ( nSleepMicrosecs ) ;
# else
ThreadSleep ( ( nSleepMicrosecs + 999 ) / 1000 ) ;
# endif
}
}
if ( ShouldSerializeAsync ( ) )
{
static ConVar * pSyncReportConVar = g_pCVar - > FindVar ( " fs_report_sync_opens " ) ;
bool bReportingSyncOpens = ( pSyncReportConVar & & pSyncReportConVar - > GetInt ( ) ) ;
int reportLevel = 0 ;
if ( bReportingSyncOpens )
{
reportLevel = pSyncReportConVar - > GetInt ( ) ;
pSyncReportConVar - > SetValue ( 0 ) ;
}
g_pFileSystem - > AsyncFinishAll ( ) ;
if ( bReportingSyncOpens )
{
pSyncReportConVar - > SetValue ( reportLevel ) ;
}
}
# ifdef VPROF_ENABLED
PreUpdateProfile ( m_flFrameTime ) ;
# endif
// Reset swallowed time...
m_flFilteredTime = 0.0f ;
# ifndef SWDS
if ( ! sv . IsDedicated ( ) )
{
ClientDLL_FrameStageNotify ( FRAME_START ) ;
ETWRenderFrameMark ( false ) ;
}
# endif
# ifdef VPROF_ENABLED
PostUpdateProfile ( ) ;
# endif
TelemetryTick ( ) ;
{ // profile scope
VPROF_BUDGET ( " CEngine::Frame " , VPROF_BUDGETGROUP_OTHER_UNACCOUNTED ) ;
tmZone ( TELEMETRY_LEVEL0 , TMZF_NONE , " %s " , __FUNCTION__ ) ;
# ifdef RAD_TELEMETRY_ENABLED
TmU64 time0 = tmFastTime ( ) ;
# endif
switch ( m_nDLLState )
{
case DLL_PAUSED : // paused, in hammer
case DLL_INACTIVE : // no dll
break ;
case DLL_ACTIVE : // engine is focused
case DLL_CLOSE : // closing down dll
case DLL_RESTART : // engine is shutting down but will restart right away
// Run the engine frame
HostState_Frame ( m_flFrameTime ) ;
break ;
}
// Has the state changed?
if ( m_nNextDLLState ! = m_nDLLState )
{
m_nDLLState = m_nNextDLLState ;
// Do special things if we change to particular states
switch ( m_nDLLState )
{
case DLL_CLOSE :
SetQuitting ( QUIT_TODESKTOP ) ;
break ;
case DLL_RESTART :
SetQuitting ( QUIT_RESTART ) ;
break ;
}
}
# ifdef RAD_TELEMETRY_ENABLED
float time = ( tmFastTime ( ) - time0 ) * g_Telemetry . flRDTSCToMilliSeconds ;
if ( time > 0.5f )
{
tmPlot ( TELEMETRY_LEVEL0 , TMPT_TIME_MS , 0 , time , " CEngine::Frame " ) ;
}
# endif
} // profile scope
// Remember old time
m_flPreviousTime = m_flCurrentTime ;
# if defined( VPROF_ENABLED ) && defined( _X360 )
UpdateVXConsoleProfile ( ) ;
# endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEngine : : EngineState_t CEngine : : GetState ( void )
{
return m_nDLLState ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEngine : : SetNextState ( EngineState_t iNextState )
{
m_nNextDLLState = iNextState ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CEngine : : GetFrameTime ( void )
{
return m_flFrameTime ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CEngine : : GetCurTime ( void )
{
return m_flCurrentTime ;
}
//-----------------------------------------------------------------------------
// Purpose: Flag that we are in the process of quiting
//-----------------------------------------------------------------------------
void CEngine : : SetQuitting ( int quittype )
{
m_nQuitting = quittype ;
}
//-----------------------------------------------------------------------------
// Purpose: Check whether we are ready to exit
//-----------------------------------------------------------------------------
int CEngine : : GetQuitting ( void )
{
return m_nQuitting ;
}