Fix #10117: Decrement object burst limit after build check
[openttd-github.git] / src / video / video_driver.cpp
blob8fe582760fb1789c57208fd8979e03e42a7ccb06
1 /*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
8 /** @file video_driver.cpp Common code between video driver implementations. */
10 #include "../stdafx.h"
11 #include "../core/random_func.hpp"
12 #include "../network/network.h"
13 #include "../blitter/factory.hpp"
14 #include "../debug.h"
15 #include "../fontcache.h"
16 #include "../gfx_func.h"
17 #include "../gfxinit.h"
18 #include "../progress.h"
19 #include "../thread.h"
20 #include "../window_func.h"
21 #include "video_driver.hpp"
23 bool _video_hw_accel; ///< Whether to consider hardware accelerated video drivers.
24 bool _video_vsync; ///< Whether we should use vsync (only if _video_hw_accel is enabled).
26 void VideoDriver::GameLoop()
28 this->next_game_tick += this->GetGameInterval();
30 /* Avoid next_game_tick getting behind more and more if it cannot keep up. */
31 auto now = std::chrono::steady_clock::now();
32 if (this->next_game_tick < now - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = now;
35 std::lock_guard<std::mutex> lock(this->game_state_mutex);
37 ::GameLoop();
41 void VideoDriver::GameThread()
43 while (!_exit_game) {
44 this->GameLoop();
46 auto now = std::chrono::steady_clock::now();
47 if (this->next_game_tick > now) {
48 std::this_thread::sleep_for(this->next_game_tick - now);
49 } else {
50 /* Ensure we yield this thread if drawings wants to take a lock on
51 * the game state. This is mainly because most OSes have an
52 * optimization that if you unlock/lock a mutex in the same thread
53 * quickly, it will never context switch even if there is another
54 * thread waiting to take the lock on the same mutex. */
55 std::lock_guard<std::mutex> lock(this->game_thread_wait_mutex);
60 /**
61 * Pause the game-loop for a bit, releasing the game-state lock. This allows,
62 * if the draw-tick requested this, the drawing to happen.
64 void VideoDriver::GameLoopPause()
66 /* If we are not called from the game-thread, ignore this request. */
67 if (std::this_thread::get_id() != this->game_thread.get_id()) return;
69 this->game_state_mutex.unlock();
72 /* See GameThread() for more details on this lock. */
73 std::lock_guard<std::mutex> lock(this->game_thread_wait_mutex);
76 this->game_state_mutex.lock();
79 /* static */ void VideoDriver::GameThreadThunk(VideoDriver *drv)
81 drv->GameThread();
84 void VideoDriver::StartGameThread()
86 if (this->is_game_threaded) {
87 this->is_game_threaded = StartNewThread(&this->game_thread, "ottd:game", &VideoDriver::GameThreadThunk, this);
90 Debug(driver, 1, "using {}thread for game-loop", this->is_game_threaded ? "" : "no ");
93 void VideoDriver::StopGameThread()
95 if (!this->is_game_threaded) return;
97 this->game_thread.join();
100 void VideoDriver::Tick()
102 if (!this->is_game_threaded && std::chrono::steady_clock::now() >= this->next_game_tick) {
103 this->GameLoop();
105 /* For things like dedicated server, don't run a separate draw-tick. */
106 if (!this->HasGUI()) {
107 ::InputLoop();
108 ::UpdateWindows();
109 this->next_draw_tick = this->next_game_tick;
113 auto now = std::chrono::steady_clock::now();
114 if (this->HasGUI() && now >= this->next_draw_tick) {
115 this->next_draw_tick += this->GetDrawInterval();
116 /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
117 if (this->next_draw_tick < now - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = now;
119 /* Locking video buffer can block (especially with vsync enabled), do it before taking game state lock. */
120 this->LockVideoBuffer();
123 /* Tell the game-thread to stop so we can have a go. */
124 std::lock_guard<std::mutex> lock_wait(this->game_thread_wait_mutex);
125 std::lock_guard<std::mutex> lock_state(this->game_state_mutex);
127 /* Keep the interactive randomizer a bit more random by requesting
128 * new values when-ever we can. */
129 InteractiveRandom();
131 this->DrainCommandQueue();
133 while (this->PollEvent()) {}
134 this->InputLoop();
136 /* Check if the fast-forward button is still pressed. */
137 if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) {
138 ChangeGameSpeed(true);
139 this->fast_forward_via_key = true;
140 } else if (this->fast_forward_via_key) {
141 ChangeGameSpeed(false);
142 this->fast_forward_via_key = false;
145 ::InputLoop();
147 /* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
148 if (_game_mode == GM_BOOTSTRAP || _switch_mode == SM_NONE || HasModalProgress()) {
149 ::UpdateWindows();
152 this->PopulateSystemSprites();
155 this->CheckPaletteAnim();
156 this->Paint();
158 this->UnlockVideoBuffer();
162 void VideoDriver::SleepTillNextTick()
164 auto next_tick = this->next_draw_tick;
165 auto now = std::chrono::steady_clock::now();
167 if (!this->is_game_threaded) {
168 next_tick = min(next_tick, this->next_game_tick);
171 if (next_tick > now) {
172 std::this_thread::sleep_for(next_tick - now);