// $Id: main_loop.cpp 855 2006-11-17 01:50:37Z coz $ // // SuperTuxKart - a fun racing game with go-kart // Copyright (C) 2004 Ingo Ruhnke // // This program 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 3 // of the License, or (at your option) any later version. // // This program 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 this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "main_loop.hpp" #include #include "audio/sound_manager.hpp" #include "config/user_config.hpp" #include "graphics/irr_driver.hpp" #include "graphics/material_manager.hpp" #include "guiengine/engine.hpp" #include "input/input_manager.hpp" #include "modes/profile_world.hpp" #include "modes/world.hpp" #include "network/network_manager.hpp" #include "race/history.hpp" #include "race/race_manager.hpp" #include "states_screens/state_manager.hpp" MainLoop* main_loop = 0; // FIXME hacky hacky FPS info int minFPS = 999; int lastFPS = -1; int maxFPS = 0; MainLoop::MainLoop() : m_abort(false), m_frame_count(0) { m_curr_time = 0; m_prev_time = 0; } // MainLoop //----------------------------------------------------------------------------- MainLoop::~MainLoop() { } // ~MainLoop //----------------------------------------------------------------------------- /** Returns the current dt, which guarantees a limited frame rate. If dt is * too low (the frame rate too high), the process will sleep to reach the * maxium frame rate. */ float MainLoop::getLimitedDt() { IrrlichtDevice* device = irr_driver->getDevice(); m_prev_time = m_curr_time; float dt; // needed outside of the while loop while( 1 ) { m_curr_time = device->getTimer()->getRealTime(); dt = (float)(m_curr_time - m_prev_time); // don't allow the game to run slower than a certain amount. // when the computer can't keep it up, slow down the shown time instead static const float max_elapsed_time = 3.0f*1.0f/60.0f*1000.0f; /* time 3 internal substeps take */ if(dt > max_elapsed_time) dt=max_elapsed_time; // Throttle fps if more than maximum, which can reduce // the noise the fan on a graphics card makes. // When in menus, reduce FPS much, it's not necessary to push to the maximum for plain menus const int max_fps = (StateManager::get()->getGameState() == GUIEngine::GAME ? UserConfigParams::m_max_fps : 35); const int current_fps = (int)(1000.0f/dt); if( current_fps > max_fps ) { int wait_time = 1000/max_fps - 1000/current_fps; if(wait_time < 1) wait_time = 1; irr_driver->getDevice()->sleep(wait_time); } else break; } dt *= 0.001f; return dt; } // getLimitedDt //----------------------------------------------------------------------------- /** Updates all race related objects. * \param dt Time step size. */ void MainLoop::updateRace(float dt) { // Server: Send the current position and previous controls to all clients // Client: send current controls to server // But don't do this if the race is in finish phase (otherwise // messages can be mixed up in the race manager) if(!race_manager->getWorld()->isFinishPhase()) network_manager->sendUpdates(); if(ProfileWorld::isProfileMode()) dt=1.0f/60.0f; // Again, only receive updates if the race isn't over - once the // race results are displayed (i.e. game is in finish phase) // messages must be handled by the normal update of the network // manager if(!race_manager->getWorld()->isFinishPhase()) network_manager->receiveUpdates(); if ( RaceManager::getWorld()->getPhase() != LIMBO_PHASE) { history->update(dt); RaceManager::getWorld()->update(dt); } // phase != limbo phase } // updateRace //----------------------------------------------------------------------------- /** Run the actual main loop. */ void MainLoop::run() { IrrlichtDevice* device = irr_driver->getDevice(); bool music_on = false; m_curr_time = device->getTimer()->getRealTime(); while(!m_abort) { m_prev_time = m_curr_time; float dt = getLimitedDt(); if (!music_on && !race_manager->raceIsActive()) { sound_manager->stopMusic(); // stop potential 'left over' music from race sound_manager->startMusic(stk_config->m_title_music); music_on = true; } network_manager->update(dt); if (race_manager->raceIsActive()) { // Busy wait if race_manager is active (i.e. creating of world is done) // till all clients have reached this state. if (network_manager->getState()==NetworkManager::NS_READY_SET_GO_BARRIER) continue; updateRace(dt); music_on = false; } // if race is active sound_manager->update(dt); input_manager->update(dt); irr_driver->update(dt); } // while !m_exit } // run //----------------------------------------------------------------------------- /** Set the abort flag, causing the mainloop to be left. */ void MainLoop::abort() { m_abort = true; } // abort /* EOF */