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@ -575,10 +575,19 @@ public:
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/****************************************************************************
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****************************************************************************/
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const float object_hit_delay = 0.2;
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const static float object_hit_delay = 0.2;
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struct FpsControl {
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u32 last_time, busy_time, sleep_time;
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FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
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void reset();
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void limit(IrrlichtDevice *device, f32 *dtime);
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u32 getBusyMs() const { return busy_time / 1000; }
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// all values in microseconds (us)
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u64 last_time, busy_time, sleep_time;
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};
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@ -712,7 +721,7 @@ protected:
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void updatePlayerControl(const CameraOrientation &cam);
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void step(f32 *dtime);
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void processClientEvents(CameraOrientation *cam);
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void updateCamera(u32 busy_time, f32 dtime);
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void updateCamera(f32 dtime);
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void updateSound(f32 dtime);
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void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
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/*!
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@ -743,8 +752,6 @@ protected:
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void updateShadows();
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// Misc
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void limitFps(FpsControl *fps_timings, f32 *dtime);
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void showOverlayMessage(const char *msg, float dtime, int percent,
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bool draw_clouds = true);
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@ -1056,14 +1063,14 @@ void Game::run()
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RunStats stats = { 0 };
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CameraOrientation cam_view_target = { 0 };
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CameraOrientation cam_view = { 0 };
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FpsControl draw_times = { 0 };
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FpsControl draw_times;
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f32 dtime; // in seconds
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/* Clear the profiler */
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Profiler::GraphValues dummyvalues;
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g_profiler->graphGet(dummyvalues);
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draw_times.last_time = m_rendering_engine->get_timer_time();
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draw_times.reset();
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set_light_table(g_settings->getFloat("display_gamma"));
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@ -1095,7 +1102,7 @@ void Game::run()
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// Calculate dtime =
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// m_rendering_engine->run() from this iteration
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// + Sleep time until the wanted FPS are reached
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limitFps(&draw_times, &dtime);
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draw_times.limit(device, &dtime);
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// Prepare render data for next iteration
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@ -1125,7 +1132,7 @@ void Game::run()
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step(&dtime);
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processClientEvents(&cam_view_target);
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updateDebugState();
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updateCamera(draw_times.busy_time, dtime);
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updateCamera(dtime);
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updateSound(dtime);
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processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
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m_game_ui->m_flags.show_basic_debug);
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@ -1495,15 +1502,15 @@ bool Game::connectToServer(const GameStartData &start_data,
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try {
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input->clear();
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FpsControl fps_control = { 0 };
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FpsControl fps_control;
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f32 dtime;
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f32 wait_time = 0; // in seconds
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fps_control.last_time = m_rendering_engine->get_timer_time();
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fps_control.reset();
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while (m_rendering_engine->run()) {
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limitFps(&fps_control, &dtime);
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fps_control.limit(device, &dtime);
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// Update client and server
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client->step(dtime);
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@ -1570,14 +1577,14 @@ bool Game::getServerContent(bool *aborted)
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{
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input->clear();
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FpsControl fps_control = { 0 };
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FpsControl fps_control;
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f32 dtime; // in seconds
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fps_control.last_time = m_rendering_engine->get_timer_time();
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fps_control.reset();
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while (m_rendering_engine->run()) {
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limitFps(&fps_control, &dtime);
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fps_control.limit(device, &dtime);
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// Update client and server
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client->step(dtime);
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@ -1774,10 +1781,10 @@ void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
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}
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// Update update graphs
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g_profiler->graphAdd("Time non-rendering [ms]",
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g_profiler->graphAdd("Time non-rendering [us]",
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draw_times.busy_time - stats.drawtime);
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g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time);
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g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time);
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g_profiler->graphAdd("FPS", 1.0f / dtime);
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}
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@ -1810,9 +1817,9 @@ void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
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/* Busytime average and jitter calculation
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*/
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jp = &stats->busy_time_jitter;
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jp->avg = jp->avg + draw_times.busy_time * 0.02;
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jp->avg = jp->avg + draw_times.getBusyMs() * 0.02;
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jitter = draw_times.busy_time - jp->avg;
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jitter = draw_times.getBusyMs() - jp->avg;
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if (jitter > jp->max)
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jp->max = jitter;
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@ -2932,7 +2939,7 @@ void Game::updateChat(f32 dtime)
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m_game_ui->updateChatSize();
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}
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void Game::updateCamera(u32 busy_time, f32 dtime)
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void Game::updateCamera(f32 dtime)
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{
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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@ -2971,7 +2978,7 @@ void Game::updateCamera(u32 busy_time, f32 dtime)
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float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
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tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
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camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
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camera->update(player, dtime, tool_reload_ratio);
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camera->step(dtime);
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v3f camera_position = camera->getPosition();
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@ -3847,6 +3854,24 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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);
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}
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/*
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Damage camera tilt
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*/
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if (player->hurt_tilt_timer > 0.0f) {
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player->hurt_tilt_timer -= dtime * 6.0f;
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if (player->hurt_tilt_timer < 0.0f)
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player->hurt_tilt_strength = 0.0f;
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}
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/*
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Update minimap pos and rotation
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*/
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if (mapper && m_game_ui->m_flags.show_hud) {
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mapper->setPos(floatToInt(player->getPosition(), BS));
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mapper->setAngle(player->getYaw());
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}
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/*
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Get chat messages from client
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*/
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@ -3920,11 +3945,11 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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} while (false);
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/*
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Drawing begins
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==================== Drawing begins ====================
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*/
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const video::SColor &skycolor = sky->getSkyColor();
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const video::SColor skycolor = sky->getSkyColor();
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TimeTaker tt_draw("Draw scene");
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TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
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driver->beginScene(true, true, skycolor);
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bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
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@ -3963,25 +3988,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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}
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/*
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Damage camera tilt
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*/
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if (player->hurt_tilt_timer > 0.0f) {
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player->hurt_tilt_timer -= dtime * 6.0f;
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if (player->hurt_tilt_timer < 0.0f)
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player->hurt_tilt_strength = 0.0f;
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}
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/*
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Update minimap pos and rotation
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*/
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if (mapper && m_game_ui->m_flags.show_hud) {
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mapper->setPos(floatToInt(player->getPosition(), BS));
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mapper->setAngle(player->getYaw());
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}
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/*
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End scene
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==================== End scene ====================
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*/
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if (++m_reset_HW_buffer_counter > 500) {
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/*
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@ -4004,11 +4011,12 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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driver->removeAllHardwareBuffers();
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m_reset_HW_buffer_counter = 0;
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}
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driver->endScene();
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stats->drawtime = tt_draw.stop(true);
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g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime);
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g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true));
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g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
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g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
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}
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/* Log times and stuff for visualization */
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@ -4052,47 +4060,46 @@ void Game::updateShadows()
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Misc
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****************************************************************************/
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/* On some computers framerate doesn't seem to be automatically limited
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*/
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inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
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void FpsControl::reset()
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{
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// not using getRealTime is necessary for wine
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device->getTimer()->tick(); // Maker sure device time is up-to-date
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u32 time = device->getTimer()->getTime();
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u32 last_time = fps_timings->last_time;
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last_time = porting::getTimeUs();
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}
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if (time > last_time) // Make sure time hasn't overflowed
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fps_timings->busy_time = time - last_time;
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else
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fps_timings->busy_time = 0;
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u32 frametime_min = 1000 / (
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/*
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* On some computers framerate doesn't seem to be automatically limited
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*/
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void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
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{
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const u64 frametime_min = 1000000.0f / (
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device->isWindowFocused() && !g_menumgr.pausesGame()
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? g_settings->getFloat("fps_max")
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: g_settings->getFloat("fps_max_unfocused"));
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if (fps_timings->busy_time < frametime_min) {
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fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
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device->sleep(fps_timings->sleep_time);
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u64 time = porting::getTimeUs();
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if (time > last_time) // Make sure time hasn't overflowed
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busy_time = time - last_time;
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else
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busy_time = 0;
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if (busy_time < frametime_min) {
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sleep_time = frametime_min - busy_time;
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if (sleep_time > 1000)
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sleep_ms(sleep_time / 1000);
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} else {
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fps_timings->sleep_time = 0;
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sleep_time = 0;
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}
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/* Get the new value of the device timer. Note that device->sleep() may
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* not sleep for the entire requested time as sleep may be interrupted and
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* therefore it is arguably more accurate to get the new time from the
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* device rather than calculating it by adding sleep_time to time.
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*/
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// Read the timer again to accurately determine how long we actually slept,
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// rather than calculating it by adding sleep_time to time.
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time = porting::getTimeUs();
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device->getTimer()->tick(); // Update device timer
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time = device->getTimer()->getTime();
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if (time > last_time) // Make sure last_time hasn't overflowed
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*dtime = (time - last_time) / 1000.0;
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if (time > last_time) // Make sure last_time hasn't overflowed
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*dtime = (time - last_time) / 1000000.0f;
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else
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*dtime = 0;
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fps_timings->last_time = time;
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last_time = time;
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}
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void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
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