mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
524 lines
15 KiB
C++
524 lines
15 KiB
C++
//========= 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"
|
|
|
|
#ifdef POSIX
|
|
#include <signal.h>
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
}
|