- Backend update from Raze.

This is mainly code cleanup from setting the compiler to a stricter warning level.
This commit is contained in:
Christoph Oelckers 2021-12-29 10:25:31 +01:00
commit 1c517d19fa
102 changed files with 493 additions and 590 deletions

View file

@ -35,6 +35,7 @@
#include <chrono>
#include <thread>
#include <assert.h>
#include "i_time.h"
//==========================================================================
@ -46,6 +47,7 @@
static uint64_t FirstFrameStartTime;
static uint64_t CurrentFrameStartTime;
static uint64_t FreezeTime;
static double lastinputtime;
int GameTicRate = 35; // make sure it is not 0, even if the client doesn't set it.
double TimeScale = 1.0;
@ -195,3 +197,39 @@ void I_ResetFrameTime()
I_SetFrameTime();
FirstFrameStartTime += (CurrentFrameStartTime - ft);
}
double I_GetInputFrac(bool const synchronised, double const ticrate)
{
if (!synchronised)
{
const double max = 1000. / ticrate;
const double now = I_msTimeF();
const double elapsedInputTicks = std::min(now - lastinputtime, max);
lastinputtime = now;
if (elapsedInputTicks < max)
{
// Calculate an amplification to apply to the result before returning,
// factoring in the game's ticrate and the value of the result.
// This rectifies a deviation of 100+ ms or more depending on the length
// of the operation to be within 1-2 ms of synchronised input
// from 60 fps to at least 1000 fps at ticrates of 30 and 40 Hz.
const double result = elapsedInputTicks * ticrate * (1. / 1000.);
return result * (1. + 0.35 * (1. - ticrate * (1. / 50.)) * (1. - result));
}
else
{
return 1;
}
}
else
{
return 1;
}
}
void I_ResetInputTime()
{
// Reset lastinputtime to current time.
lastinputtime = I_msTimeF();
}