]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - host.c
greatly improved video capture speed by generating the files much more directly ...
[xonotic/darkplaces.git] / host.c
diff --git a/host.c b/host.c
index 9156d886d4ff2cf737abea4c538a25a22bdaebbc..334817de0b60f4206c2b188828036aeb273a62d6 100644 (file)
--- a/host.c
+++ b/host.c
@@ -67,10 +67,8 @@ cvar_t host_framerate = {0, "host_framerate","0"};
 cvar_t host_speeds = {0, "host_speeds","0"};
 // LordHavoc: framerate independent slowmo
 cvar_t slowmo = {0, "slowmo", "1.0"};
-// LordHavoc: game logic lower cap on framerate (if framerate is below this is, it pretends it is this, so game logic will run normally)
-cvar_t host_minfps = {CVAR_SAVE, "host_minfps", "10"};
 // LordHavoc: framerate upper cap
-cvar_t host_maxfps = {CVAR_SAVE, "host_maxfps", "1000"};
+cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000"};
 
 // print broadcast messages in dedicated mode
 cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1"};
@@ -237,8 +235,7 @@ void Host_InitLocal (void)
        Cvar_RegisterVariable (&host_framerate);
        Cvar_RegisterVariable (&host_speeds);
        Cvar_RegisterVariable (&slowmo);
-       Cvar_RegisterVariable (&host_minfps);
-       Cvar_RegisterVariable (&host_maxfps);
+       Cvar_RegisterVariable (&cl_maxfps);
 
        Cvar_RegisterVariable (&sv_echobprint);
 
@@ -552,68 +549,65 @@ Host_FilterTime
 Returns false if the time is too short to run a frame
 ===================
 */
-extern cvar_t cl_avidemo;
+extern qboolean cl_capturevideo_active;
+extern double cl_capturevideo_framerate;
 qboolean Host_FilterTime (double time)
 {
        double timecap, timeleft;
        realtime += time;
 
-       if (slowmo.value < 0.0f)
-               Cvar_SetValue("slowmo", 0.0f);
-       if (host_minfps.value < 10.0f)
-               Cvar_SetValue("host_minfps", 10.0f);
-       if (host_maxfps.value < host_minfps.value)
-               Cvar_SetValue("host_maxfps", host_minfps.value);
-       if (cl_avidemo.value < 0.1f && cl_avidemo.value != 0.0f)
-               Cvar_SetValue("cl_avidemo", 0.0f);
+       if (sys_ticrate.value < 0.01 || sys_ticrate.value > 0.1)
+               Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1));
+       if (slowmo.value < 0)
+               Cvar_SetValue("slowmo", 0);
+       if (host_framerate.value < 0.00001 && host_framerate.value != 0)
+               Cvar_SetValue("host_framerate", 0);
+       if (cl_maxfps.value < 1)
+               Cvar_SetValue("cl_maxfps", 1);
 
-       // check if framerate is too high
-       if (!cls.timedemo)
+       if (cls.timedemo)
        {
-               // default to sys_ticrate (server framerate - presumably low) unless we
-               // have a good reason to run faster
+               // disable time effects during timedemo
+               cl.frametime = host_realframetime = host_frametime = realtime - oldrealtime;
+               oldrealtime = realtime;
+               return true;
+       }
+
+       // check if framerate is too high
+       // default to sys_ticrate (server framerate - presumably low) unless we
+       // have a good reason to run faster
+       timecap = host_framerate.value;
+       if (!timecap)
                timecap = sys_ticrate.value;
-               if (cls.state != ca_dedicated)
-               {
-                       if (cl_avidemo.value >= 0.1f)
-                               timecap = 1.0 / (double)cl_avidemo.value;
-                       else if (vid_activewindow)
-                               timecap = 1.0 / host_maxfps.value;
-               }
+       if (cls.state != ca_dedicated)
+       {
+               if (cl_capturevideo_active)
+                       timecap = 1.0 / cl_capturevideo_framerate;
+               else if (vid_activewindow)
+                       timecap = 1.0 / cl_maxfps.value;
+       }
 
-               timeleft = oldrealtime + timecap - realtime;
-               if (timeleft > 0)
-               {
-                       // don't totally hog the CPU
-                       if (timeleft >= 0.02)
-                               Sys_Sleep((int)(timeleft * 1000) - 5);
-                       return false;
-               }
+       timeleft = (oldrealtime - realtime) + timecap;
+       if (timeleft > 0)
+       {
+               // don't totally hog the CPU
+               if (timeleft >= 0.03)
+                       Sys_Sleep((int)(timeleft * 1000) - 10);
+               return false;
        }
 
        // LordHavoc: copy into host_realframetime as well
        host_realframetime = host_frametime = realtime - oldrealtime;
        oldrealtime = realtime;
 
-       if (cls.timedemo)
-       {
-               // disable time effects
-               cl.frametime = host_frametime;
-               return true;
-       }
+       // apply slowmo scaling
+       host_frametime *= slowmo.value;
 
-       if (host_framerate.value > 0)
+       // host_framerate overrides all else
+       if (host_framerate.value)
                host_frametime = host_framerate.value;
-       else if (cl_avidemo.value >= 0.1f)
-               host_frametime = (1.0 / cl_avidemo.value);
-       else
-       {
-               // don't allow really short frames
-               if (host_frametime > (1.0 / host_minfps.value))
-                       host_frametime = (1.0 / host_minfps.value);
-       }
 
-       cl.frametime = host_frametime = bound(0, host_frametime * slowmo.value, 0.1f); // LordHavoc: the QC code relies on no less than 10fps
+       cl.frametime = host_frametime;
 
        return true;
 }
@@ -648,37 +642,49 @@ Host_ServerFrame
 */
 void Host_ServerFrame (void)
 {
+       double advancetime;
        static double frametimetotal = 0, lastservertime = 0;
        frametimetotal += host_frametime;
        // LordHavoc: cap server at sys_ticrate in networked games
-       if (!cl.islocalgame && ((realtime - lastservertime) < sys_ticrate.value))
+       if (frametimetotal < 0.001 || (!cl.islocalgame && cls.state == ca_connected && sv.active && ((realtime - lastservertime) < sys_ticrate.value)))
                return;
-
-       NetConn_ServerFrame();
-
-// run the world state
-       if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
-               sv.frametime = pr_global_struct->frametime = frametimetotal;
-       else
-               sv.frametime = 0;
-       frametimetotal = 0;
        lastservertime = realtime;
 
-// set the time and clear the general datagram
+       // set the time and clear the general datagram
        SV_ClearDatagram();
 
-// read client messages
-       SV_RunClients();
+       // run the world state
+       // don't allow simulation to run too fast or too slow or logic glitches can occur
+       while (frametimetotal > 0)
+       {
+               advancetime = min(frametimetotal, sys_ticrate.value);
+               frametimetotal = frametimetotal - advancetime;
+
+               // only advance time if not paused
+               // the game also pauses in singleplayer when menu or console is used
+               if (!sv.paused && (!cl.islocalgame || (key_dest == key_game && !key_consoleactive)))
+                       sv.frametime = advancetime;
+               else
+                       sv.frametime = 0;
+
+               pr_global_struct->frametime = sv.frametime;
 
-// move things around and think
-// always pause in single player if in console or menus
-       if (sv.frametime)
-               SV_Physics();
+               // check for network packets to the server each world step incase they
+               // come in midframe (particularly if host is running really slow)
+               NetConn_ServerFrame();
 
-// send all messages to the clients
+               // read client messages
+               SV_RunClients();
+
+               // move things around and think unless paused
+               if (sv.frametime)
+                       SV_Physics();
+       }
+
+       // send all messages to the clients
        SV_SendClientMessages();
 
-// send an heartbeat if enough time has passed since the last one
+       // send an heartbeat if enough time has passed since the last one
        NetConn_Heartbeat(0);
 }
 
@@ -701,13 +707,13 @@ void _Host_Frame (float time)
        if (setjmp(host_abortserver))
                return;                 // something bad happened, or the server disconnected
 
-       // keep the random time dependent
-       rand();
-
        // decide the simulation time
        if (!Host_FilterTime(time))
                return;
 
+       // keep the random time dependent
+       rand();
+
        cl.islocalgame = NetConn_IsLocalGame();
 
        // get new key events