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https://github.com/ddnet/ddnet.git
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clean up a bit to and descripe it better
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ced0ea3f82
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5e1bee2760
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@ -1001,6 +1001,48 @@ int64 time_freq()
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#endif
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#endif
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}
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}
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int64 time_get_microseconds()
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{
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static int64 last = 0;
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{
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#if defined(CONF_PLATFORM_MACOSX)
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static int got_timebase = 0;
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mach_timebase_info_data_t timebase;
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uint64_t time;
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uint64_t q;
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uint64_t r;
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if (!got_timebase)
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{
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mach_timebase_info(&timebase);
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}
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time = mach_absolute_time();
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q = time / timebase.denom;
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r = time % timebase.denom;
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last = q * timebase.numer + r * timebase.numer / timebase.denom;
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return last / (int64)1000;
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#elif defined(CONF_FAMILY_UNIX)
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struct timespec spec;
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clock_gettime(CLOCK_MONOTONIC, &spec);
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last = (int64)spec.tv_sec*(int64)1000000 + (int64)spec.tv_nsec / 1000;
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return last;
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#elif defined(CONF_FAMILY_WINDOWS)
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int64 t;
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QueryPerformanceCounter((PLARGE_INTEGER)&t);
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int64 tf;
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QueryPerformanceFrequency((PLARGE_INTEGER)&tf);
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t = (t * (int64)1000000) / tf;
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if(t < last) // for some reason, QPC can return values in the past
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return last;
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last = t;
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return t;
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#else
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#error not implemented
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#endif
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}
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}
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/* ----- network ----- */
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/* ----- network ----- */
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static void netaddr_to_sockaddr_in(const NETADDR *src, struct sockaddr_in *dest)
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static void netaddr_to_sockaddr_in(const NETADDR *src, struct sockaddr_in *dest)
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{
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{
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@ -621,6 +621,15 @@ int64 time_freq();
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*/
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*/
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int time_timestamp();
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int time_timestamp();
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/*
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Function: time_get_microseconds
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Fetches a sample from a high resolution timer and converts it in microseconds.
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Returns:
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Current value of the timer in microseconds.
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*/
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int64 time_get_microseconds();
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/* Group: Network General */
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/* Group: Network General */
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typedef struct
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typedef struct
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{
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{
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@ -2700,7 +2700,7 @@ void CClient::Run()
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bool LastE = false;
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bool LastE = false;
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bool LastG = false;
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bool LastG = false;
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int64 LastTime = time_get();
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int64 LastTime = time_get_microseconds();
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int64 LastRenderTime = time_get();
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int64 LastRenderTime = time_get();
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while(1)
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while(1)
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@ -2804,7 +2804,7 @@ void CClient::Run()
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// keep the overflow time - it's used to make sure the gfx refreshrate is reached
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// keep the overflow time - it's used to make sure the gfx refreshrate is reached
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int64 AdditionalTime = g_Config.m_GfxRefreshRate ? ((Now - LastRenderTime) - (int64)((float)time_freq() / (float)g_Config.m_GfxRefreshRate)) : 0;
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int64 AdditionalTime = g_Config.m_GfxRefreshRate ? ((Now - LastRenderTime) - (int64)((float)time_freq() / (float)g_Config.m_GfxRefreshRate)) : 0;
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// if the value is over a second time loose, reset the additional time (drop the frames we lost already)
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// if the value is over a second time loose, reset the additional time (drop the frames, that are lost already)
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if(AdditionalTime > time_freq())
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if(AdditionalTime > time_freq())
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AdditionalTime = time_freq();
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AdditionalTime = time_freq();
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LastRenderTime = Now - AdditionalTime;
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LastRenderTime = Now - AdditionalTime;
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@ -2859,7 +2859,7 @@ void CClient::Run()
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#endif
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#endif
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// beNice
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// beNice
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int64 Now = time_get();
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int64 Now = time_get_microseconds();
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int64 SleepTimeInMicroSeconds = 0;
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int64 SleepTimeInMicroSeconds = 0;
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bool Slept = false;
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bool Slept = false;
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if(
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if(
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@ -2868,34 +2868,32 @@ void CClient::Run()
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#endif
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#endif
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(g_Config.m_ClRefreshRateInactive && !m_pGraphics->WindowActive()))
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(g_Config.m_ClRefreshRateInactive && !m_pGraphics->WindowActive()))
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{
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{
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int64 TimeNowInMicroSeconds = (Now * 1000000ll) / time_freq();
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SleepTimeInMicroSeconds = ((int64)1000000 / (int64)g_Config.m_ClRefreshRateInactive) - (Now - LastTime);
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int64 TimeLastInMicroSeconds = (LastTime * 1000000ll) / time_freq();
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if (SleepTimeInMicroSeconds / (int64)1000 > (int64)0)
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SleepTimeInMicroSeconds = (1000000ll / g_Config.m_ClRefreshRateInactive) - (TimeNowInMicroSeconds - TimeLastInMicroSeconds);
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thread_sleep(SleepTimeInMicroSeconds / (int64)1000);
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thread_sleep(max(SleepTimeInMicroSeconds / 1000ll, (int64)0));
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Slept = true;
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Slept = true;
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}
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}
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else if(g_Config.m_ClRefreshRate)
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else if(g_Config.m_ClRefreshRate)
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{
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{
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int64 TimeNowInMicroSeconds = (Now * 1000000ll) / time_freq();
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SleepTimeInMicroSeconds = ((int64)1000000 / (int64)g_Config.m_ClRefreshRate) - (Now - LastTime);
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int64 TimeLastInMicroSeconds = (LastTime * 1000000ll) / time_freq();
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if(SleepTimeInMicroSeconds > (int64)0)
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SleepTimeInMicroSeconds = (1000000ll / g_Config.m_ClRefreshRate) - (TimeNowInMicroSeconds - TimeLastInMicroSeconds);
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net_socket_read_wait(m_NetClient[0].m_Socket, SleepTimeInMicroSeconds);
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net_socket_read_wait(m_NetClient[0].m_Socket, max(SleepTimeInMicroSeconds, (int64)0));
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Slept = true;
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Slept = true;
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}
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}
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if(Slept)
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if(Slept)
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{
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{
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// look how much we actually slept/waited
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int64 After = time_get();
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int64 TimeNowInMicroSeconds = (Now * 1000000ll) / time_freq();
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int64 TimeAfterInMicroSeconds = (After * 1000000ll) / time_freq();
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int64 TimeDiff = SleepTimeInMicroSeconds - (TimeAfterInMicroSeconds - TimeNowInMicroSeconds);
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// if the diff gets too small it shouldn't get even smaller (drop the updates, that could not be handled)
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// if the diff gets too small it shouldn't get even smaller (drop the updates, that could not be handled)
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if(TimeDiff < -1000000ll)
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if(SleepTimeInMicroSeconds < (int64)-1000000)
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TimeDiff = -1000000ll;
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SleepTimeInMicroSeconds = (int64)-1000000;
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// don't go higher than the game ticks speed, because the network is waking up the client with the server's snapshots anyway
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// don't go higher than the game ticks speed, because the network is waking up the client with the server's snapshots anyway
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else if(TimeDiff > 1000000ll / m_GameTickSpeed)
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else if(SleepTimeInMicroSeconds > (int64)1000000 / m_GameTickSpeed)
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TimeDiff = 1000000ll / m_GameTickSpeed;
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SleepTimeInMicroSeconds = (int64)1000000 / m_GameTickSpeed;
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LastTime = Now + (TimeDiff * time_freq()) / 1000000ll;
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// the time diff between the time that was used actually used and the time the thread should sleep/wait
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// will be calculated in the sleep time of the next update tick by faking the time it should have slept/wait.
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// so two cases (and the case it slept exactly the time it should):
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// - the thread slept/waited too long, then it adjust the time to sleep/wait less in the next update tick
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// - the thread slept/waited too less, then it adjust the time to sleep/wait more in the next update tick
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LastTime = Now + SleepTimeInMicroSeconds;
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}
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}
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else
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else
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LastTime = Now;
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LastTime = Now;
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