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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /engine/sys_engine.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'engine/sys_engine.cpp')
| -rw-r--r-- | engine/sys_engine.cpp | 536 |
1 files changed, 536 insertions, 0 deletions
diff --git a/engine/sys_engine.cpp b/engine/sys_engine.cpp new file mode 100644 index 0000000..c75abcf --- /dev/null +++ b/engine/sys_engine.cpp @@ -0,0 +1,536 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#include "quakedef.h" +#include <assert.h> +#include "engine_launcher_api.h" +#include "iengine.h" +#include "ivideomode.h" +#include "igame.h" +#include "vmodes.h" +#include "modes.h" +#include "sys.h" +#include "host.h" +#include "keys.h" +#include "cdll_int.h" +#include "host_state.h" +#include "cdll_engine_int.h" +#include "sys_dll.h" +#include "tier0/vprof.h" +#include "profile.h" +#include "gl_matsysiface.h" +#include "vprof_engine.h" +#include "server.h" +#include "cl_demo.h" +#include "toolframework/itoolframework.h" +#include "toolframework/itoolsystem.h" +#include "inputsystem/iinputsystem.h" +#include "gl_cvars.h" +#include "filesystem_engine.h" +#include "tier0/cpumonitoring.h" +#ifndef SWDS +#include "vgui_baseui_interface.h" +#endif +#include "tier0/etwprof.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +//----------------------------------------------------------------------------- +// Forward declarations +//----------------------------------------------------------------------------- +void Sys_ShutdownGame( void ); +int Sys_InitGame( CreateInterfaceFn appSystemFactory, + char const* pBaseDir, void *pwnd, int bIsDedicated ); + +// Sleep time when not focus. Set to 0 to not sleep even if app doesn't have focus. +ConVar engine_no_focus_sleep( "engine_no_focus_sleep", "50", FCVAR_ARCHIVE ); + +// sleep time when not focus +#define NOT_FOCUS_SLEEP 50 + +#define DEFAULT_FPS_MAX 300 +#define DEFAULT_FPS_MAX_S "300" +static int s_nDesiredFPSMax = DEFAULT_FPS_MAX; +static bool s_bFPSMaxDrivenByPowerSavings = false; + +//----------------------------------------------------------------------------- +// ConVars and ConCommands +//----------------------------------------------------------------------------- +static void fps_max_callback( IConVar *var, const char *pOldValue, float flOldValue ) +{ + // Only update s_nDesiredFPSMax when not driven by the mat_powersavingsmode ConVar (see below) + if ( !s_bFPSMaxDrivenByPowerSavings ) + { + s_nDesiredFPSMax = ( (ConVar *)var)->GetInt(); + } +} +ConVar fps_max( "fps_max", DEFAULT_FPS_MAX_S, FCVAR_NOT_CONNECTED, "Frame rate limiter, cannot be set while connected to a server.", fps_max_callback ); + +// When set, this ConVar (typically driven from the advanced video settings) will drive fps_max (see above) to +// half of the refresh rate, if the user hasn't otherwise set fps_max (via console, commandline etc) +static void mat_powersavingsmode_callback( IConVar *var, const char *pOldValue, float flOldValue ) +{ + s_bFPSMaxDrivenByPowerSavings = true; + int nRefresh = s_nDesiredFPSMax; + + if ( ( (ConVar *)var)->GetBool() ) + { + MaterialVideoMode_t mode; + materials->GetDisplayMode( mode ); + nRefresh = MAX( 30, ( mode.m_RefreshRate + 1 ) >> 1 ); // Half of display refresh rate (min of 30Hz) + } + + fps_max.SetValue( nRefresh ); + s_bFPSMaxDrivenByPowerSavings = false; +} +static ConVar mat_powersavingsmode( "mat_powersavingsmode", "0", FCVAR_ARCHIVE, "Power Savings Mode", mat_powersavingsmode_callback ); + +#ifndef _RETAIL +static ConVar async_serialize( "async_serialize", "0", 0, "Force async reads to serialize for profiling" ); +#define ShouldSerializeAsync() async_serialize.GetBool() +#else +#define ShouldSerializeAsync() false +#endif + +extern ConVar host_timer_spin_ms; +extern float host_nexttick; +extern IVEngineClient *engineClient; + +#ifdef WIN32 +static void cpu_frequency_monitoring_callback( IConVar *var, const char *pOldValue, float flOldValue ) +{ + // Set the specified interval for CPU frequency monitoring + SetCPUMonitoringInterval( (unsigned)( ( (ConVar *)var)->GetFloat() * 1000 ) ); +} +ConVar cpu_frequency_monitoring( "cpu_frequency_monitoring", "0", 0, "Set CPU frequency monitoring interval in seconds. Zero means disabled.", true, 0.0f, true, 10.0f, cpu_frequency_monitoring_callback ); +#endif + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CEngine : public IEngine +{ +public: + CEngine( void ); + virtual ~CEngine( void ); + + bool Load( bool dedicated, const char *basedir ); + + virtual void Unload( void ); + virtual EngineState_t GetState( void ); + virtual void SetNextState( EngineState_t iNextState ); + + void Frame( void ); + + float GetFrameTime( void ); + float GetCurTime( void ); + + bool TrapKey_Event( ButtonCode_t key, bool down ); + void TrapMouse_Event( int buttons, bool down ); + + void StartTrapMode( void ); + bool IsTrapping( void ); + bool CheckDoneTrapping( ButtonCode_t& key ); + + int GetQuitting( void ); + void SetQuitting( int quittype ); + +private: + bool FilterTime( float t ); + + int m_nQuitting; + + EngineState_t m_nDLLState; + EngineState_t m_nNextDLLState; + + double m_flCurrentTime; + double m_flFrameTime; + double m_flPreviousTime; + float m_flFilteredTime; + float m_flMinFrameTime; // Expected duration of a frame, or zero if it is unlimited. + float m_flLastRemainder; // 'Unused' time on the last render loop. + bool m_bCatchupTime; +}; + +static CEngine g_Engine; + +IEngine *eng = ( IEngine * )&g_Engine; +//IEngineAPI *engine = NULL; + + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CEngine::CEngine( void ) +{ + m_nDLLState = DLL_INACTIVE; + m_nNextDLLState = DLL_INACTIVE; + + m_flCurrentTime = 0.0; + m_flFrameTime = 0.0f; + m_flPreviousTime = 0.0; + m_flFilteredTime = 0.0f; + m_flMinFrameTime = 0.0f; + m_flLastRemainder = 0.0f; + m_bCatchupTime = false; + + m_nQuitting = QUIT_NOTQUITTING; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CEngine::~CEngine( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CEngine::Unload( void ) +{ + Sys_ShutdownGame(); + + m_nDLLState = DLL_INACTIVE; + m_nNextDLLState = DLL_INACTIVE; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CEngine::Load( bool bDedicated, const char *rootdir ) +{ + bool success = false; + + // Activate engine + // NOTE: We must bypass the 'next state' block here for initialization to work properly. + m_nDLLState = m_nNextDLLState = InEditMode() ? DLL_PAUSED : DLL_ACTIVE; + + if ( Sys_InitGame( + g_AppSystemFactory, + rootdir, + game->GetMainWindowAddress(), + bDedicated ) ) + { + success = true; + + UpdateMaterialSystemConfig(); + } + + return success; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : dt - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CEngine::FilterTime( float dt ) +{ + if ( sv.IsDedicated() && !g_bDedicatedServerBenchmarkMode ) + { + m_flMinFrameTime = host_nexttick; + return ( dt >= host_nexttick ); + } + + m_flMinFrameTime = 0.0f; + + // Dedicated's tic_rate regulates server frame rate. Don't apply fps filter here. + // Only do this restriction on the client. Prevents clients from accomplishing certain + // hacks by pausing their client for a period of time. + if ( IsPC() && !sv.IsDedicated() && !CanCheat() && fps_max.GetFloat() < 30 ) + { + // Don't do anything if fps_max=0 (which means it's unlimited). + if ( fps_max.GetFloat() != 0.0f ) + { + Warning( "sv_cheats is 0 and fps_max is being limited to a minimum of 30 (or set to 0).\n" ); + fps_max.SetValue( 30.0f ); + } + } + + float fps = fps_max.GetFloat(); + if ( fps > 0.0f ) + { + // Limit fps to withing tolerable range +// fps = max( MIN_FPS, fps ); // red herring - since we're only checking if dt < 1/fps, clamping against MIN_FPS has no effect + fps = min( MAX_FPS, (double)fps ); + + float minframetime = 1.0 / fps; + + m_flMinFrameTime = minframetime; + + if ( +#if !defined(SWDS) + !demoplayer->IsPlayingTimeDemo() && +#endif + !g_bDedicatedServerBenchmarkMode && + dt < minframetime ) + { + // framerate is too high + return false; + } + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +void CEngine::Frame( void ) +{ + // yield the CPU for a little while when paused, minimized, or not the focus + // FIXME: Move this to main windows message pump? + if ( IsPC() && !game->IsActiveApp() && !sv.IsDedicated() && engine_no_focus_sleep.GetInt() > 0 ) + { + VPROF_BUDGET( "Sleep", VPROF_BUDGETGROUP_SLEEPING ); +#if defined( RAD_TELEMETRY_ENABLED ) + if( !g_Telemetry.Level ) +#endif + g_pInputSystem->SleepUntilInput( engine_no_focus_sleep.GetInt() ); + } + + if ( m_flPreviousTime == 0 ) + { + (void) FilterTime( 0.0f ); + m_flPreviousTime = Sys_FloatTime() - m_flMinFrameTime; + } + + // Watch for data from the CPU frequency monitoring system and print it to the console. + const CPUFrequencyResults frequency = GetCPUFrequencyResults(); + static double s_lastFrequencyTimestamp; + if ( frequency.m_timeStamp > s_lastFrequencyTimestamp ) + { + s_lastFrequencyTimestamp = frequency.m_timeStamp; + Msg( "~CPU Freq: %1.3f GHz Percent of requested: %3.1f%% Minimum percent seen: %3.1f%%\n", + frequency.m_GHz, frequency.m_percentage, frequency.m_lowestPercentage ); + } + + // Loop until it is time for our frame. Don't return early because pumping messages + // and processing console input is expensive (0.1 ms for each call to ProcessConsoleInput). + for (;;) + { + // Get current time + m_flCurrentTime = Sys_FloatTime(); + + // Determine dt since we last ticked + m_flFrameTime = m_flCurrentTime - m_flPreviousTime; + + // This should never happen... + Assert( m_flFrameTime >= 0.0f ); + if ( m_flFrameTime < 0.0f ) + { + // ... but if the clock ever went backwards due to a bug, + // we'd have no idea how much time has elapsed, so just + // catch up to the next scheduled server tick. + m_flFrameTime = host_nexttick; + } + + if ( FilterTime( m_flFrameTime ) ) + { + // Time to render our frame. + break; + } + + if ( IsPC() && ( !sv.IsDedicated() || host_timer_spin_ms.GetFloat() != 0 ) ) + { + // ThreadSleep may be imprecise. On non-dedicated servers, we busy-sleep + // for the last one or two milliseconds to ensure very tight timing. + float fBusyWaitMS = IsWindows() ? 2.25f : 1.5f; + if ( sv.IsDedicated() ) + { + fBusyWaitMS = host_timer_spin_ms.GetFloat(); + fBusyWaitMS = MAX( fBusyWaitMS, 0.5f ); + } + + // If we are meeting our frame rate then go idle for a while + // to avoid wasting power and to let other threads/processes run. + // Calculate how long we need to wait. + int nSleepMS = (int)( ( m_flMinFrameTime - m_flFrameTime ) * 1000 - fBusyWaitMS ); + if ( nSleepMS > 0 ) + { + ThreadSleep( nSleepMS ); + } + else + { + // On x86, busy-wait using PAUSE instruction which encourages + // power savings by idling for ~10 cycles (also yielding to + // the other logical hyperthread core if the CPU supports it) + for (int i = 2000; i >= 0; --i) + { +#if defined(POSIX) + __asm( "pause" ); __asm( "pause" ); __asm( "pause" ); __asm( "pause" ); +#elif defined(IS_WINDOWS_PC) + _asm { pause }; _asm { pause }; _asm { pause }; _asm { pause }; +#endif + } + } + + // Go back to the top of the loop and see if it is time yet. + } + else + { + int nSleepMicrosecs = (int) ceilf( clamp( ( m_flMinFrameTime - m_flFrameTime ) * 1000000.f, 1.f, 1000000.f ) ); +#ifdef POSIX + usleep( nSleepMicrosecs ); +#else + ThreadSleep( (nSleepMicrosecs + 999) / 1000 ); +#endif + } + } + + if ( ShouldSerializeAsync() ) + { + static ConVar *pSyncReportConVar = g_pCVar->FindVar( "fs_report_sync_opens" ); + bool bReportingSyncOpens = ( pSyncReportConVar && pSyncReportConVar->GetInt() ); + int reportLevel = 0; + if ( bReportingSyncOpens ) + { + reportLevel = pSyncReportConVar->GetInt(); + pSyncReportConVar->SetValue( 0 ); + } + g_pFileSystem->AsyncFinishAll(); + if ( bReportingSyncOpens ) + { + pSyncReportConVar->SetValue( reportLevel ); + } + } + +#ifdef VPROF_ENABLED + PreUpdateProfile( m_flFrameTime ); +#endif + + // Reset swallowed time... + m_flFilteredTime = 0.0f; + +#ifndef SWDS + if ( !sv.IsDedicated() ) + { + ClientDLL_FrameStageNotify( FRAME_START ); + ETWRenderFrameMark( false ); + } +#endif + +#ifdef VPROF_ENABLED + PostUpdateProfile(); +#endif + TelemetryTick(); + + { // profile scope + + VPROF_BUDGET( "CEngine::Frame", VPROF_BUDGETGROUP_OTHER_UNACCOUNTED ); + tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ ); +#ifdef RAD_TELEMETRY_ENABLED + TmU64 time0 = tmFastTime(); +#endif + + + switch( m_nDLLState ) + { + case DLL_PAUSED: // paused, in hammer + case DLL_INACTIVE: // no dll + break; + + case DLL_ACTIVE: // engine is focused + case DLL_CLOSE: // closing down dll + case DLL_RESTART: // engine is shutting down but will restart right away + // Run the engine frame + HostState_Frame( m_flFrameTime ); + break; + } + + // Has the state changed? + if ( m_nNextDLLState != m_nDLLState ) + { + m_nDLLState = m_nNextDLLState; + + // Do special things if we change to particular states + switch( m_nDLLState ) + { + case DLL_CLOSE: + SetQuitting( QUIT_TODESKTOP ); + break; + case DLL_RESTART: + SetQuitting( QUIT_RESTART ); + break; + } + } + +#ifdef RAD_TELEMETRY_ENABLED + float time = ( tmFastTime() - time0 ) * g_Telemetry.flRDTSCToMilliSeconds; + if( time > 0.5f ) + { + tmPlot( TELEMETRY_LEVEL0, TMPT_TIME_MS, 0, time, "CEngine::Frame" ); + } +#endif + } // profile scope + + + // Remember old time + m_flPreviousTime = m_flCurrentTime; + +#if defined( VPROF_ENABLED ) && defined( _X360 ) + UpdateVXConsoleProfile(); +#endif +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CEngine::EngineState_t CEngine::GetState( void ) +{ + return m_nDLLState; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CEngine::SetNextState( EngineState_t iNextState ) +{ + m_nNextDLLState = iNextState; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CEngine::GetFrameTime( void ) +{ + return m_flFrameTime; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CEngine::GetCurTime( void ) +{ + return m_flCurrentTime; +} + + +//----------------------------------------------------------------------------- +// Purpose: Flag that we are in the process of quiting +//----------------------------------------------------------------------------- +void CEngine::SetQuitting( int quittype ) +{ + m_nQuitting = quittype; +} + + +//----------------------------------------------------------------------------- +// Purpose: Check whether we are ready to exit +//----------------------------------------------------------------------------- +int CEngine::GetQuitting( void ) +{ + return m_nQuitting; +} |