OpenTTD Source  20240919-master-gdf0233f4c2
video_driver.cpp
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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  */
7 
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 "../driver.h"
16 #include "../fontcache.h"
17 #include "../gfx_func.h"
18 #include "../gfxinit.h"
19 #include "../progress.h"
20 #include "../rev.h"
21 #include "../thread.h"
22 #include "../window_func.h"
23 #include "video_driver.hpp"
24 
27 
28 void VideoDriver::GameLoop()
29 {
30  this->next_game_tick += this->GetGameInterval();
31 
32  /* Avoid next_game_tick getting behind more and more if it cannot keep up. */
33  auto now = std::chrono::steady_clock::now();
34  if (this->next_game_tick < now - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = now;
35 
36  {
37  std::lock_guard<std::mutex> lock(this->game_state_mutex);
38 
39  ::GameLoop();
40  }
41 }
42 
43 void VideoDriver::GameThread()
44 {
45  while (!_exit_game) {
46  this->GameLoop();
47 
48  auto now = std::chrono::steady_clock::now();
49  if (this->next_game_tick > now) {
50  std::this_thread::sleep_for(this->next_game_tick - now);
51  } else {
52  /* Ensure we yield this thread if drawings wants to take a lock on
53  * the game state. This is mainly because most OSes have an
54  * optimization that if you unlock/lock a mutex in the same thread
55  * quickly, it will never context switch even if there is another
56  * thread waiting to take the lock on the same mutex. */
57  std::lock_guard<std::mutex> lock(this->game_thread_wait_mutex);
58  }
59  }
60 }
61 
67 {
68  /* If we are not called from the game-thread, ignore this request. */
69  if (std::this_thread::get_id() != this->game_thread.get_id()) return;
70 
71  this->game_state_mutex.unlock();
72 
73  {
74  /* See GameThread() for more details on this lock. */
75  std::lock_guard<std::mutex> lock(this->game_thread_wait_mutex);
76  }
77 
78  this->game_state_mutex.lock();
79 }
80 
81 /* static */ void VideoDriver::GameThreadThunk(VideoDriver *drv)
82 {
83  drv->GameThread();
84 }
85 
87 {
88  if (this->is_game_threaded) {
89  this->is_game_threaded = StartNewThread(&this->game_thread, "ottd:game", &VideoDriver::GameThreadThunk, this);
90  }
91 
92  Debug(driver, 1, "using {}thread for game-loop", this->is_game_threaded ? "" : "no ");
93 }
94 
96 {
97  if (!this->is_game_threaded) return;
98 
99  this->game_thread.join();
100 }
101 
103 {
104  if (!this->is_game_threaded && std::chrono::steady_clock::now() >= this->next_game_tick) {
105  this->GameLoop();
106 
107  /* For things like dedicated server, don't run a separate draw-tick. */
108  if (!this->HasGUI()) {
109  ::InputLoop();
110  ::UpdateWindows();
111  this->next_draw_tick = this->next_game_tick;
112  }
113  }
114 
115  auto now = std::chrono::steady_clock::now();
116  if (this->HasGUI() && now >= this->next_draw_tick) {
117  this->next_draw_tick += this->GetDrawInterval();
118  /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
119  if (this->next_draw_tick < now - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = now;
120 
121  /* Locking video buffer can block (especially with vsync enabled), do it before taking game state lock. */
122  this->LockVideoBuffer();
123 
124  {
125  /* Tell the game-thread to stop so we can have a go. */
126  std::lock_guard<std::mutex> lock_wait(this->game_thread_wait_mutex);
127  std::lock_guard<std::mutex> lock_state(this->game_state_mutex);
128 
129  /* Keep the interactive randomizer a bit more random by requesting
130  * new values when-ever we can. */
131  InteractiveRandom();
132 
133  this->DrainCommandQueue();
134 
135  while (this->PollEvent()) {}
136  this->InputLoop();
137 
138  /* Check if the fast-forward button is still pressed. */
139  if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) {
140  ChangeGameSpeed(true);
141  this->fast_forward_via_key = true;
142  } else if (this->fast_forward_via_key) {
143  ChangeGameSpeed(false);
144  this->fast_forward_via_key = false;
145  }
146 
147  ::InputLoop();
148 
149  /* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
150  if (_game_mode == GM_BOOTSTRAP || _switch_mode == SM_NONE || HasModalProgress()) {
151  ::UpdateWindows();
152  }
153 
154  this->PopulateSystemSprites();
155  }
156 
157  this->CheckPaletteAnim();
158  this->Paint();
159 
160  this->UnlockVideoBuffer();
161 
162  /* Wait till the first successful drawing tick before marking the driver as operational. */
163  static bool first_draw_tick = true;
164  if (first_draw_tick) {
165  first_draw_tick = false;
167  }
168  }
169 }
170 
172 {
173  auto next_tick = this->next_draw_tick;
174  auto now = std::chrono::steady_clock::now();
175 
176  if (!this->is_game_threaded) {
177  next_tick = min(next_tick, this->next_game_tick);
178  }
179 
180  if (next_tick > now) {
181  std::this_thread::sleep_for(next_tick - now);
182  }
183 }
184 
189 /* static */ std::string VideoDriver::GetCaption()
190 {
191  return fmt::format("OpenTTD {}", _openttd_revision);
192 }
VideoDriver::Tick
void Tick()
Give the video-driver a tick.
Definition: video_driver.cpp:102
VideoDriver
The base of all video drivers.
Definition: video_driver.hpp:34
lock
std::mutex lock
synchronization for playback status fields
Definition: win32_m.cpp:35
VideoDriver::CheckPaletteAnim
virtual void CheckPaletteAnim()
Process any pending palette animation.
Definition: video_driver.hpp:283
VideoDriver::HasGUI
virtual bool HasGUI() const
Whether the driver has a graphical user interface with the end user.
Definition: video_driver.hpp:117
VideoDriver::StartGameThread
void StartGameThread()
Start the loop for game-tick.
Definition: video_driver.cpp:86
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
UpdateWindows
void UpdateWindows()
Update the continuously changing contents of the windows, such as the viewports.
Definition: window.cpp:3047
VideoDriver::InputLoop
virtual void InputLoop()
Handle input logic, is CTRL pressed, should we fast-forward, etc.
Definition: video_driver.hpp:259
VideoDriver::Paint
virtual void Paint()
Paint the window.
Definition: video_driver.hpp:278
StartNewThread
bool StartNewThread(std::thread *thr, const char *name, TFn &&_Fx, TArgs &&... _Ax)
Start a new thread.
Definition: thread.h:47
HasModalProgress
bool HasModalProgress()
Check if we are currently in a modal progress state.
Definition: progress.h:17
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:65
VideoDriver::UnlockVideoBuffer
virtual void UnlockVideoBuffer()
Unlock a previously locked video buffer.
Definition: video_driver.hpp:273
VideoDriver::GameLoopPause
void GameLoopPause()
Pause the game-loop for a bit, releasing the game-state lock.
Definition: video_driver.cpp:66
VideoDriver::StopGameThread
void StopGameThread()
Stop the loop for the game-tick.
Definition: video_driver.cpp:95
VideoDriver::PopulateSystemSprites
virtual void PopulateSystemSprites()
Populate all sprites in cache.
Definition: video_driver.hpp:102
_switch_mode
SwitchMode _switch_mode
The next mainloop command.
Definition: gfx.cpp:49
VideoDriver::GetCaption
static std::string GetCaption()
Get the caption to use for the game's title bar.
Definition: video_driver.cpp:189
video_driver.hpp
_video_hw_accel
bool _video_hw_accel
Whether to consider hardware accelerated video drivers on startup.
Definition: video_driver.cpp:25
VideoDriver::DrainCommandQueue
void DrainCommandQueue()
Execute all queued commands.
Definition: video_driver.hpp:337
VideoDriver::fast_forward_via_key
bool fast_forward_via_key
The fast-forward was enabled by key press.
Definition: video_driver.hpp:358
_video_vsync
bool _video_vsync
Whether we should use vsync (only if active video driver supports HW acceleration).
Definition: video_driver.cpp:26
VideoDriver::SleepTillNextTick
void SleepTillNextTick()
Sleep till the next tick is about to happen.
Definition: video_driver.cpp:171
VideoDriver::fast_forward_key_pressed
bool fast_forward_key_pressed
The fast-forward key is being pressed.
Definition: video_driver.hpp:357
VideoDriver::LockVideoBuffer
virtual bool LockVideoBuffer()
Make sure the video buffer is ready for drawing.
Definition: video_driver.hpp:265
VideoDriver::PollEvent
virtual bool PollEvent()
Process a single system event.
Definition: video_driver.hpp:289
DriverFactoryBase::MarkVideoDriverOperational
static void MarkVideoDriverOperational()
Mark the current video driver as operational.
Definition: driver.cpp:206