1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526
|
/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2020 Warzone 2100 Project
Warzone 2100 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; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 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. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* GTime.c
*
* Provide a game clock that runs only when the game runs.
*
*/
#include "lib/framework/frame.h"
#include "lib/framework/wzapp.h"
#include "lib/framework/math_ext.h"
#include "gtime.h"
#include "src/multiplay.h"
#include "lib/netplay/netplay.h"
#include <time.h>
/* See header file for documentation */
UDWORD gameTime = 0, deltaGameTime = 0, graphicsTime = 0, deltaGraphicsTime = 0, realTime = 0, deltaRealTime = 0;
float graphicsTimeFraction = 0.0, realTimeFraction = 0.0;
UDWORD extraGameTicksProcessed = 0;
/** The current clock modifier. Set to speed up the game. */
static Rational modifier;
/// The real time, the last time graphicsTime updated.
static uint32_t prevRealTime;
/**
* Count how many times gameTimeStop has been called without a game time start.
* We use this to ensure that we can properly nest stop commands.
**/
static UDWORD stopCount;
static uint32_t gameQueueTime[MAX_GAMEQUEUE_SLOTS];
static uint32_t gameQueueCheckTime[MAX_GAMEQUEUE_SLOTS];
static uint32_t gameQueueCheckCrc[MAX_GAMEQUEUE_SLOTS];
static bool crcError = false;
static uint32_t updateReadyTime = 0;
static uint32_t updateWantedTime = 0;
static uint16_t chosenLatency = GAME_TICKS_PER_UPDATE;
static uint16_t discreteChosenLatency = GAME_TICKS_PER_UPDATE;
static uint16_t wantedLatency = GAME_TICKS_PER_UPDATE;
static uint16_t wantedLatencies[MAX_GAMEQUEUE_SLOTS];
static optional<uint32_t> waitingOnPlayersStartTime;
#define MIN_WAITONPLAYERS_DISPLAYTIME_FOR_SPECTATORS GAME_TICKS_PER_UPDATE
static void updateLatency(void);
static std::string listToString(char const *format, char const *separator, uint32_t const *begin, uint32_t const *end)
{
std::string ret;
uint32_t const *i = begin;
while (i != end)
{
char tmp[100];
ssprintf(tmp, format, *i);
ret += tmp;
if (++i != end)
{
ret += separator;
}
}
return ret;
}
/* Initialise the game clock */
void gameTimeInit(void)
{
unsigned player;
/* Start the timer off at 2 so that when the scripts strip the map of objects
* for multiPlayer they will be processed as if they died. */
// Setting game and graphics time.
setGameTime(2);
// Setting real time.
realTime = wzGetTicks();
deltaRealTime = 0;
prevRealTime = realTime;
realTimeFraction = 0.f;
modifier = 1;
stopCount = 0;
chosenLatency = GAME_TICKS_PER_UPDATE * 2;
discreteChosenLatency = GAME_TICKS_PER_UPDATE * 2;
wantedLatency = GAME_TICKS_PER_UPDATE * 2;
for (player = 0; player < MAX_GAMEQUEUE_SLOTS; ++player)
{
gameQueueCheckTime[player] = 0;
gameQueueCheckCrc[player] = 0;
wantedLatencies[player] = 0;
}
// Don't let syncDebug from previous games cause a desynch dump at gameTime 102.
crcError = false;
resetSyncDebug();
}
void setGameTime(uint32_t newGameTime)
{
// Setting game time.
gameTime = newGameTime;
setPlayerGameTime(NET_ALL_PLAYERS, newGameTime);
deltaGameTime = 0;
// Setting graphics time to game time.
graphicsTime = gameTime;
deltaGraphicsTime = 0;
graphicsTimeFraction = 0.f;
// Not setting real time.
}
UDWORD getModularScaledGameTime(UDWORD timePeriod, UDWORD requiredRange)
{
return gameTime % timePeriod * requiredRange / MAX(1, timePeriod);
}
UDWORD getModularScaledGraphicsTime(UDWORD timePeriod, UDWORD requiredRange)
{
return graphicsTime % MAX(1, timePeriod) * requiredRange / MAX(1, timePeriod);
}
UDWORD getModularScaledRealTime(UDWORD timePeriod, UDWORD requiredRange)
{
return realTime % MAX(1, timePeriod) * requiredRange / MAX(1, timePeriod);
}
void gameTimeUpdateBegin()
{
deltaGameTime = 0;
deltaGraphicsTime = 0;
extraGameTicksProcessed = 0;
}
/* Call this each loop to update the game timer */
GameTimeUpdateResult gameTimeUpdate(bool mayUpdate, bool forceTryGameTickUpdate)
{
GameTimeUpdateResult result = GameTimeUpdateResult::NO_UPDATE;
uint32_t currTime = wzGetTicks();
if (currTime < prevRealTime)
{
// Warzone 2100, the first relativistic computer game!
// Exhibit A: Time travel
// force a rebase
debug(LOG_WARNING, "Time travel is occurring! Clock went back in time a bit from %d to %d!\n", prevRealTime, currTime);
prevRealTime = currTime;
}
// Do not update the game time if gameTimeStop has been called
if (stopCount != 0)
{
return GameTimeUpdateResult::NO_UPDATE;
}
// Calculate the new game time
int newDeltaGraphicsTime = quantiseFraction(modifier.n, modifier.d, currTime, prevRealTime);
ASSERT(newDeltaGraphicsTime >= 0, "Something very wrong.");
uint32_t newGraphicsTime = graphicsTime + newDeltaGraphicsTime;
if (newGraphicsTime > gameTime && !mayUpdate)
{
newGraphicsTime = gameTime;
newDeltaGraphicsTime = newGraphicsTime - graphicsTime;
}
if (updateWantedTime == 0 && newGraphicsTime >= gameTime)
{
updateWantedTime = currTime; // This is the time that we wanted to tick.
}
bool timeForGameTickUpdate = newGraphicsTime > gameTime;
if ((timeForGameTickUpdate || forceTryGameTickUpdate) && !checkPlayerGameTime(NET_ALL_PLAYERS))
{
// Pause time at current game time, since we are waiting GAME_GAME_TIME from other players.
newGraphicsTime = gameTime;
newDeltaGraphicsTime = newGraphicsTime - graphicsTime;
if (!waitingOnPlayersStartTime.has_value())
{
waitingOnPlayersStartTime = realTime;
}
bool shouldDisplayWaitingStatus = true;
if (NetPlay.players[selectedPlayer].isSpectator && !NetPlay.isHost)
{
shouldDisplayWaitingStatus = (realTime - waitingOnPlayersStartTime.value_or(0)) > MIN_WAITONPLAYERS_DISPLAYTIME_FOR_SPECTATORS;
}
if (timeForGameTickUpdate && shouldDisplayWaitingStatus)
{
debug(LOG_SYNC, "Waiting for other players. gameTime = %u, player times are {%s}", gameTime, listToString("%u", ", ", gameQueueTime, gameQueueTime + MAX_CONNECTED_PLAYERS).c_str());
for (unsigned player = 0; player < MAX_CONNECTED_PLAYERS; ++player)
{
if (!checkPlayerGameTime(player))
{
NETsetPlayerConnectionStatus(CONNECTIONSTATUS_WAITING_FOR_PLAYER, player);
break; // GAME_GAME_TIME is processed serially, so don't know if waiting for more players.
}
}
}
timeForGameTickUpdate = false;
forceTryGameTickUpdate = false;
}
// Adjust deltas.
if (timeForGameTickUpdate || forceTryGameTickUpdate)
{
// Update the game time.
deltaGameTime = GAME_TICKS_PER_UPDATE;
gameTime += deltaGameTime;
waitingOnPlayersStartTime = nullopt;
result = (timeForGameTickUpdate) ? GameTimeUpdateResult::GAME_TIME_UPDATED : GameTimeUpdateResult::GAME_TIME_UPDATED_FORCED;
if (!timeForGameTickUpdate && forceTryGameTickUpdate)
{
extraGameTicksProcessed++;
}
updateLatency();
if (crcError)
{
debug(LOG_ERROR, "Synch error, gameTimes were: {%s}", listToString("%7u", ", ", gameQueueCheckTime, gameQueueCheckTime + MAX_GAMEQUEUE_SLOTS).c_str());
debug(LOG_ERROR, "Synch error, CRCs were: {%s}", listToString(" 0x%04X", ", ", gameQueueCheckCrc, gameQueueCheckCrc + MAX_GAMEQUEUE_SLOTS).c_str());
crcError = false;
}
}
else
{
if (extraGameTicksProcessed > 0)
{
// If extra game ticks have been processed, newGraphicsTime/newDeltaGraphicsTime must be "fast-forwarded" to appropriate values based on gameTime
newGraphicsTime = gameTime;
newDeltaGraphicsTime = newGraphicsTime - graphicsTime;
}
// Update the graphics time.
graphicsTime = newGraphicsTime;
deltaGraphicsTime = newDeltaGraphicsTime;
// Update prevRealTime, since graphicsTime changed.
prevRealTime = currTime;
}
// Pre-calculate fraction used in timeAdjustedIncrement
graphicsTimeFraction = (float)deltaGraphicsTime / (float)GAME_TICKS_PER_SEC;
ASSERT(graphicsTime <= gameTime, "Trying to see the future.");
return result;
}
void gameTimeUpdateEnd()
{
deltaGameTime = 0;
}
void realTimeUpdate(void)
{
uint32_t currTime = wzGetTicks();
// now update realTime which does not pause
// Store the real time
deltaRealTime = currTime - realTime;
realTime += deltaRealTime;
deltaRealTime = MIN(deltaRealTime, GTIME_MAXFRAME); // Don't scroll across the map suddenly, if computer freezes for a moment.
// Pre-calculate fraction used in timeAdjustedIncrement
realTimeFraction = (float)deltaRealTime / (float)GAME_TICKS_PER_SEC;
}
// reset the game time modifiers
void gameTimeResetMod(void)
{
prevRealTime = wzGetTicks();
modifier = 1;
}
// set the time modifier
void gameTimeSetMod(Rational mod)
{
gameTimeResetMod();
modifier = mod;
}
// get the current time modifier
Rational gameTimeGetMod()
{
return modifier;
}
bool gameTimeIsStopped(void)
{
return stopCount != 0;
}
/* Call this to stop the game timer */
void gameTimeStop(void)
{
stopCount += 1;
graphicsTimeFraction = 0.f;
}
/* Call this to restart the game timer after a call to gameTimeStop */
void gameTimeStart(void)
{
// ASSERT(stopCount > 0, "Game started too many times.");
prevRealTime = wzGetTicks();
stopCount = std::max<int>(stopCount - 1, 0);
}
/* Call this to reset the game timer */
void gameTimeReset(UDWORD time)
{
// reset the game timers
setGameTime(time);
gameTimeResetMod();
realTime = wzGetTicks();
deltaRealTime = 0;
}
void getTimeComponents(unsigned time, int *hours, int *minutes, int *seconds, int *milliseconds)
{
*milliseconds = time % GAME_TICKS_PER_SEC;
time /= GAME_TICKS_PER_SEC;
*seconds = time % 60;
time /= 60;
*minutes = time % 60;
time /= 60;
*hours = time;
}
static void updateLatency()
{
uint16_t maxWantedLatency = 0;
unsigned player;
uint16_t prevDiscreteChosenLatency = discreteChosenLatency;
// Find out what latency has been agreed on, next.
for (player = 0; player < MAX_CONNECTED_PLAYERS; ++player)
{
if (NetPlay.players[player].allocated // Don't wait for dropped/kicked players.
&& (NetPlay.players[player].position < game.maxPlayers) // should always be a valid map / player position
&& (!NetPlay.players[player].isSpectator || player == NetPlay.hostPlayer)) // Don't wait for spectators (that are not the host)
{
//minWantedLatency = MIN(minWantedLatency, wantedLatencies[player]); // Minimum, so the clients don't increase the latency to try to make one slow computer run faster.
maxWantedLatency = MAX(maxWantedLatency, wantedLatencies[player]); // Maximum, since the host experiences lower latency than everyone else.
}
}
// Adjust the agreed latency. (Can maximum decrease by 5ms or increase by 30ms per update.
chosenLatency = chosenLatency + clip(maxWantedLatency - chosenLatency, -5, 60);
// Round the chosen latency to an integer number of updates, up to 10.
discreteChosenLatency = clip((chosenLatency + GAME_TICKS_PER_UPDATE / 2) / GAME_TICKS_PER_UPDATE * GAME_TICKS_PER_UPDATE, GAME_TICKS_PER_UPDATE, GAME_TICKS_PER_UPDATE * GAME_UPDATES_PER_SEC);
if (prevDiscreteChosenLatency != discreteChosenLatency)
{
debug(LOG_SYNC, "Adjusting latency %d -> %d", prevDiscreteChosenLatency, discreteChosenLatency);
}
// We want the chosen latency to increase by how much our update was delayed waiting for others, or to decrease by how long after we got the messages from others that it was time to tick. Plus a tiny 10ms buffer.
// We will send this number to others.
wantedLatency = static_cast<uint16_t>(clip<int>((int)(discreteChosenLatency + updateReadyTime - updateWantedTime + 10), 0, UINT16_MAX));
// Reset the times, ready to be set again.
updateReadyTime = 0;
updateWantedTime = 0;
}
void sendPlayerGameTime()
{
unsigned player;
uint32_t latencyTicks = discreteChosenLatency / GAME_TICKS_PER_UPDATE;
uint32_t checkTime = gameTime;
GameCrcType checkCrc = nextDebugSync();
for (player = 0; player < MAX_CONNECTED_PLAYERS; ++player)
{
if (!myResponsibility(player) || !isHumanPlayer(player))
{
continue;
}
auto w = NETbeginEncode(NETgameQueue(player), GAME_GAME_TIME);
NETuint32_t(w, latencyTicks);
NETuint32_t(w, checkTime);
NETuint16_t(w, checkCrc);
NETuint16_t(w, wantedLatency);
NETend(w);
}
debugVerboseLogSyncIfNeeded();
}
static inline bool shouldWaitForPlayerSlot(unsigned player)
{
return NetPlay.players[player].allocated // Don't wait for players that have been kicked/dropped.
&& (!NetPlay.players[player].isSpectator || !ingame.TimeEveryoneIsInGame.has_value() || player == NetPlay.hostPlayer); // Don't wait for spectators (that are not the host) once the game has started
}
// publicly-exposed function
bool gtimeShouldWaitForPlayer(unsigned player)
{
return shouldWaitForPlayerSlot(player);
}
static inline bool shouldCheckDebugSyncForPlayerSlot(unsigned player)
{
return NetPlay.players[player].allocated // human player
&& !ingame.endTime.has_value() // and game hasn't ended
&& (!NetPlay.players[player].isSpectator || player == NetPlay.hostPlayer);
}
void recvPlayerGameTime(NETQUEUE queue)
{
ASSERT(queue.index < MAX_GAMEQUEUE_SLOTS, "Unexpected queue.index: %" PRIu8 "", queue.index);
uint32_t latencyTicks = 0;
uint32_t checkTime = 0;
GameCrcType checkCrc = 0;
auto r = NETbeginDecode(queue, GAME_GAME_TIME);
NETuint32_t(r, latencyTicks);
NETuint32_t(r, checkTime);
NETuint16_t(r, checkCrc);
NETuint16_t(r, wantedLatencies[queue.index]);
NETend(r);
gameQueueTime[queue.index] = checkTime + latencyTicks * GAME_TICKS_PER_UPDATE; // gameTime when future messages shall be processed.
gameQueueCheckTime[queue.index] = checkTime;
gameQueueCheckCrc[queue.index] = checkCrc;
if (shouldCheckDebugSyncForPlayerSlot(queue.index))
{
syncDebug("GAME_GAME_TIME p%d;lat%u,ct%u,crc%04X,wlat%u", queue.index, latencyTicks, checkTime, checkCrc, wantedLatencies[queue.index]);
if (!checkDebugSync(checkTime, checkCrc))
{
debug(LOG_ERROR, "Found CRC error when receiving GAME_GAME_TIME for player: %" PRIu8 " (checkTime: %" PRIu32 ", checkCrc: %" PRIu16 ")", queue.index, checkTime, checkCrc);
crcError = true;
if (NetPlay.players[queue.index].allocated)
{
NETsetPlayerConnectionStatus(CONNECTIONSTATUS_DESYNC, queue.index);
}
}
}
if (updateReadyTime == 0 && checkPlayerGameTime(NET_ALL_PLAYERS))
{
updateReadyTime = wzGetTicks(); // This is the time we were able to tick.
}
}
bool checkPlayerGameTime(unsigned player)
{
unsigned begin = player, end = player + 1;
if (player == NET_ALL_PLAYERS)
{
begin = 0;
end = MAX_CONNECTED_PLAYERS;
}
for (player = begin; player < end; ++player)
{
if (gameTime > gameQueueTime[player]
&& shouldWaitForPlayerSlot(player))
{
return false; // Still waiting for this player.
}
}
return true; // Have GAME_GAME_TIME from all players.
}
void setPlayerGameTime(unsigned player, uint32_t time)
{
if (player == NET_ALL_PLAYERS)
{
for (player = 0; player < MAX_GAMEQUEUE_SLOTS; ++player)
{
gameQueueTime[player] = time;
}
}
else
{
ASSERT(player < MAX_GAMEQUEUE_SLOTS, "Unexpected player: %u", player);
gameQueueTime[player] = time;
}
}
|