mirror of
https://github.com/nillerusr/source-engine.git
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537 lines
15 KiB
C++
537 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "quakedef.h"
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#include <assert.h>
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#include "engine_launcher_api.h"
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#include "iengine.h"
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#include "ivideomode.h"
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#include "igame.h"
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#include "vmodes.h"
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#include "modes.h"
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#include "sys.h"
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#include "host.h"
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#include "keys.h"
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#include "cdll_int.h"
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#include "host_state.h"
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#include "cdll_engine_int.h"
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#include "sys_dll.h"
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#include "tier0/vprof.h"
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#include "profile.h"
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#include "gl_matsysiface.h"
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#include "vprof_engine.h"
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#include "server.h"
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#include "cl_demo.h"
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#include "toolframework/itoolframework.h"
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#include "toolframework/itoolsystem.h"
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#include "inputsystem/iinputsystem.h"
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#include "gl_cvars.h"
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#include "filesystem_engine.h"
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#include "tier0/cpumonitoring.h"
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#ifndef SWDS
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#include "vgui_baseui_interface.h"
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#endif
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#include "tier0/etwprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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void Sys_ShutdownGame( void );
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int Sys_InitGame( CreateInterfaceFn appSystemFactory,
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char const* pBaseDir, void *pwnd, int bIsDedicated );
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// Sleep time when not focus. Set to 0 to not sleep even if app doesn't have focus.
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ConVar engine_no_focus_sleep( "engine_no_focus_sleep", "50", FCVAR_ARCHIVE );
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// sleep time when not focus
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#define NOT_FOCUS_SLEEP 50
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#define DEFAULT_FPS_MAX 300
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#define DEFAULT_FPS_MAX_S "300"
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static int s_nDesiredFPSMax = DEFAULT_FPS_MAX;
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static bool s_bFPSMaxDrivenByPowerSavings = false;
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//-----------------------------------------------------------------------------
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// ConVars and ConCommands
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//-----------------------------------------------------------------------------
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static void fps_max_callback( IConVar *var, const char *pOldValue, float flOldValue )
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{
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// Only update s_nDesiredFPSMax when not driven by the mat_powersavingsmode ConVar (see below)
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if ( !s_bFPSMaxDrivenByPowerSavings )
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{
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s_nDesiredFPSMax = ( (ConVar *)var)->GetInt();
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}
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}
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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 );
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// When set, this ConVar (typically driven from the advanced video settings) will drive fps_max (see above) to
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// half of the refresh rate, if the user hasn't otherwise set fps_max (via console, commandline etc)
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static void mat_powersavingsmode_callback( IConVar *var, const char *pOldValue, float flOldValue )
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{
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s_bFPSMaxDrivenByPowerSavings = true;
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int nRefresh = s_nDesiredFPSMax;
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if ( ( (ConVar *)var)->GetBool() )
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{
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MaterialVideoMode_t mode;
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materials->GetDisplayMode( mode );
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nRefresh = MAX( 30, ( mode.m_RefreshRate + 1 ) >> 1 ); // Half of display refresh rate (min of 30Hz)
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}
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fps_max.SetValue( nRefresh );
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s_bFPSMaxDrivenByPowerSavings = false;
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}
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static ConVar mat_powersavingsmode( "mat_powersavingsmode", "0", FCVAR_ARCHIVE, "Power Savings Mode", mat_powersavingsmode_callback );
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#ifndef _RETAIL
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static ConVar async_serialize( "async_serialize", "0", 0, "Force async reads to serialize for profiling" );
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#define ShouldSerializeAsync() async_serialize.GetBool()
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#else
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#define ShouldSerializeAsync() false
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#endif
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extern ConVar host_timer_spin_ms;
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extern float host_nexttick;
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extern IVEngineClient *engineClient;
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#ifdef WIN32
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static void cpu_frequency_monitoring_callback( IConVar *var, const char *pOldValue, float flOldValue )
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{
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// Set the specified interval for CPU frequency monitoring
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SetCPUMonitoringInterval( (unsigned)( ( (ConVar *)var)->GetFloat() * 1000 ) );
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}
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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 );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CEngine : public IEngine
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{
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public:
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CEngine( void );
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virtual ~CEngine( void );
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bool Load( bool dedicated, const char *basedir );
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virtual void Unload( void );
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virtual EngineState_t GetState( void );
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virtual void SetNextState( EngineState_t iNextState );
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void Frame( void );
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float GetFrameTime( void );
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float GetCurTime( void );
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bool TrapKey_Event( ButtonCode_t key, bool down );
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void TrapMouse_Event( int buttons, bool down );
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void StartTrapMode( void );
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bool IsTrapping( void );
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bool CheckDoneTrapping( ButtonCode_t& key );
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int GetQuitting( void );
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void SetQuitting( int quittype );
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private:
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bool FilterTime( float t );
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int m_nQuitting;
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EngineState_t m_nDLLState;
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EngineState_t m_nNextDLLState;
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double m_flCurrentTime;
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double m_flFrameTime;
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double m_flPreviousTime;
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float m_flFilteredTime;
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float m_flMinFrameTime; // Expected duration of a frame, or zero if it is unlimited.
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float m_flLastRemainder; // 'Unused' time on the last render loop.
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bool m_bCatchupTime;
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};
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static CEngine g_Engine;
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IEngine *eng = ( IEngine * )&g_Engine;
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//IEngineAPI *engine = NULL;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CEngine::CEngine( void )
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{
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m_nDLLState = DLL_INACTIVE;
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m_nNextDLLState = DLL_INACTIVE;
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m_flCurrentTime = 0.0;
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m_flFrameTime = 0.0f;
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m_flPreviousTime = 0.0;
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m_flFilteredTime = 0.0f;
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m_flMinFrameTime = 0.0f;
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m_flLastRemainder = 0.0f;
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m_bCatchupTime = false;
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m_nQuitting = QUIT_NOTQUITTING;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEngine::~CEngine( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEngine::Unload( void )
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{
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Sys_ShutdownGame();
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m_nDLLState = DLL_INACTIVE;
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m_nNextDLLState = DLL_INACTIVE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CEngine::Load( bool bDedicated, const char *rootdir )
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{
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bool success = false;
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// Activate engine
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// NOTE: We must bypass the 'next state' block here for initialization to work properly.
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m_nDLLState = m_nNextDLLState = InEditMode() ? DLL_PAUSED : DLL_ACTIVE;
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if ( Sys_InitGame(
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g_AppSystemFactory,
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rootdir,
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game->GetMainWindowAddress(),
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bDedicated ) )
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{
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success = true;
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UpdateMaterialSystemConfig();
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}
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return success;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : dt -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CEngine::FilterTime( float dt )
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{
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if ( sv.IsDedicated() && !g_bDedicatedServerBenchmarkMode )
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{
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m_flMinFrameTime = host_nexttick;
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return ( dt >= host_nexttick );
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}
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m_flMinFrameTime = 0.0f;
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// Dedicated's tic_rate regulates server frame rate. Don't apply fps filter here.
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// Only do this restriction on the client. Prevents clients from accomplishing certain
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// hacks by pausing their client for a period of time.
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if ( IsPC() && !sv.IsDedicated() && !CanCheat() && fps_max.GetFloat() < 30 )
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{
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// Don't do anything if fps_max=0 (which means it's unlimited).
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if ( fps_max.GetFloat() != 0.0f )
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{
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Warning( "sv_cheats is 0 and fps_max is being limited to a minimum of 30 (or set to 0).\n" );
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fps_max.SetValue( 30.0f );
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}
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}
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float fps = fps_max.GetFloat();
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if ( fps > 0.0f )
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{
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// Limit fps to withing tolerable range
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// fps = max( MIN_FPS, fps ); // red herring - since we're only checking if dt < 1/fps, clamping against MIN_FPS has no effect
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fps = min( MAX_FPS, (double)fps );
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float minframetime = 1.0 / fps;
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m_flMinFrameTime = minframetime;
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if (
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#if !defined(SWDS)
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!demoplayer->IsPlayingTimeDemo() &&
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#endif
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!g_bDedicatedServerBenchmarkMode &&
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dt < minframetime )
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{
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// framerate is too high
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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void CEngine::Frame( void )
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{
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// yield the CPU for a little while when paused, minimized, or not the focus
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// FIXME: Move this to main windows message pump?
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if ( IsPC() && !game->IsActiveApp() && !sv.IsDedicated() && engine_no_focus_sleep.GetInt() > 0 )
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{
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VPROF_BUDGET( "Sleep", VPROF_BUDGETGROUP_SLEEPING );
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#if defined( RAD_TELEMETRY_ENABLED )
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if( !g_Telemetry.Level )
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#endif
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g_pInputSystem->SleepUntilInput( engine_no_focus_sleep.GetInt() );
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}
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if ( m_flPreviousTime == 0 )
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{
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(void) FilterTime( 0.0f );
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m_flPreviousTime = Sys_FloatTime() - m_flMinFrameTime;
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}
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// Watch for data from the CPU frequency monitoring system and print it to the console.
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const CPUFrequencyResults frequency = GetCPUFrequencyResults();
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static double s_lastFrequencyTimestamp;
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if ( frequency.m_timeStamp > s_lastFrequencyTimestamp )
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{
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s_lastFrequencyTimestamp = frequency.m_timeStamp;
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Msg( "~CPU Freq: %1.3f GHz Percent of requested: %3.1f%% Minimum percent seen: %3.1f%%\n",
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frequency.m_GHz, frequency.m_percentage, frequency.m_lowestPercentage );
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}
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// Loop until it is time for our frame. Don't return early because pumping messages
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// and processing console input is expensive (0.1 ms for each call to ProcessConsoleInput).
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for (;;)
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{
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// Get current time
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m_flCurrentTime = Sys_FloatTime();
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// Determine dt since we last ticked
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m_flFrameTime = m_flCurrentTime - m_flPreviousTime;
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// This should never happen...
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Assert( m_flFrameTime >= 0.0f );
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if ( m_flFrameTime < 0.0f )
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{
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// ... but if the clock ever went backwards due to a bug,
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// we'd have no idea how much time has elapsed, so just
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// catch up to the next scheduled server tick.
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m_flFrameTime = host_nexttick;
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}
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if ( FilterTime( m_flFrameTime ) )
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{
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// Time to render our frame.
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break;
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}
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if ( IsPC() && ( !sv.IsDedicated() || host_timer_spin_ms.GetFloat() != 0 ) )
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{
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// ThreadSleep may be imprecise. On non-dedicated servers, we busy-sleep
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// for the last one or two milliseconds to ensure very tight timing.
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float fBusyWaitMS = IsWindows() ? 2.25f : 1.5f;
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if ( sv.IsDedicated() )
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{
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fBusyWaitMS = host_timer_spin_ms.GetFloat();
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fBusyWaitMS = MAX( fBusyWaitMS, 0.5f );
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}
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// If we are meeting our frame rate then go idle for a while
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// to avoid wasting power and to let other threads/processes run.
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// Calculate how long we need to wait.
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int nSleepMS = (int)( ( m_flMinFrameTime - m_flFrameTime ) * 1000 - fBusyWaitMS );
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if ( nSleepMS > 0 )
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{
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ThreadSleep( nSleepMS );
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}
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else
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{
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// On x86, busy-wait using PAUSE instruction which encourages
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// power savings by idling for ~10 cycles (also yielding to
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// the other logical hyperthread core if the CPU supports it)
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for (int i = 2000; i >= 0; --i)
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{
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#if defined(POSIX)
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__asm( "pause" ); __asm( "pause" ); __asm( "pause" ); __asm( "pause" );
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#elif defined(IS_WINDOWS_PC)
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_asm { pause }; _asm { pause }; _asm { pause }; _asm { pause };
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#endif
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}
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}
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// Go back to the top of the loop and see if it is time yet.
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}
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else
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{
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int nSleepMicrosecs = (int) ceilf( clamp( ( m_flMinFrameTime - m_flFrameTime ) * 1000000.f, 1.f, 1000000.f ) );
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#ifdef POSIX
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usleep( nSleepMicrosecs );
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#else
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ThreadSleep( (nSleepMicrosecs + 999) / 1000 );
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#endif
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}
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}
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if ( ShouldSerializeAsync() )
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{
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static ConVar *pSyncReportConVar = g_pCVar->FindVar( "fs_report_sync_opens" );
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bool bReportingSyncOpens = ( pSyncReportConVar && pSyncReportConVar->GetInt() );
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int reportLevel = 0;
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if ( bReportingSyncOpens )
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{
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reportLevel = pSyncReportConVar->GetInt();
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pSyncReportConVar->SetValue( 0 );
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}
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g_pFileSystem->AsyncFinishAll();
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if ( bReportingSyncOpens )
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{
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pSyncReportConVar->SetValue( reportLevel );
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}
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}
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#ifdef VPROF_ENABLED
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PreUpdateProfile( m_flFrameTime );
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#endif
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// Reset swallowed time...
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m_flFilteredTime = 0.0f;
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#ifndef SWDS
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if ( !sv.IsDedicated() )
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{
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ClientDLL_FrameStageNotify( FRAME_START );
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ETWRenderFrameMark( false );
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}
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#endif
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#ifdef VPROF_ENABLED
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PostUpdateProfile();
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#endif
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TelemetryTick();
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{ // profile scope
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VPROF_BUDGET( "CEngine::Frame", VPROF_BUDGETGROUP_OTHER_UNACCOUNTED );
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tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
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#ifdef RAD_TELEMETRY_ENABLED
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TmU64 time0 = tmFastTime();
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#endif
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switch( m_nDLLState )
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{
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case DLL_PAUSED: // paused, in hammer
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case DLL_INACTIVE: // no dll
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break;
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case DLL_ACTIVE: // engine is focused
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case DLL_CLOSE: // closing down dll
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case DLL_RESTART: // engine is shutting down but will restart right away
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// Run the engine frame
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HostState_Frame( m_flFrameTime );
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break;
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}
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// Has the state changed?
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if ( m_nNextDLLState != m_nDLLState )
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{
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m_nDLLState = m_nNextDLLState;
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// Do special things if we change to particular states
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switch( m_nDLLState )
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{
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case DLL_CLOSE:
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SetQuitting( QUIT_TODESKTOP );
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break;
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case DLL_RESTART:
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SetQuitting( QUIT_RESTART );
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break;
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}
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}
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#ifdef RAD_TELEMETRY_ENABLED
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float time = ( tmFastTime() - time0 ) * g_Telemetry.flRDTSCToMilliSeconds;
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if( time > 0.5f )
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{
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tmPlot( TELEMETRY_LEVEL0, TMPT_TIME_MS, 0, time, "CEngine::Frame" );
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}
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#endif
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} // profile scope
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// Remember old time
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m_flPreviousTime = m_flCurrentTime;
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#if defined( VPROF_ENABLED ) && defined( _X360 )
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UpdateVXConsoleProfile();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEngine::EngineState_t CEngine::GetState( void )
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{
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return m_nDLLState;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEngine::SetNextState( EngineState_t iNextState )
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{
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m_nNextDLLState = iNextState;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CEngine::GetFrameTime( void )
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{
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return m_flFrameTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CEngine::GetCurTime( void )
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{
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return m_flCurrentTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Flag that we are in the process of quiting
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//-----------------------------------------------------------------------------
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void CEngine::SetQuitting( int quittype )
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{
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m_nQuitting = quittype;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check whether we are ready to exit
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//-----------------------------------------------------------------------------
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int CEngine::GetQuitting( void )
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{
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return m_nQuitting;
|
|
}
|