attempted fix for amb243, timers now simulate ticks if gameframe doesn't give changed curtimes
--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%40733
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@ -15,6 +15,17 @@
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#include "TimerSys.h"
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TimerSystem g_Timers;
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TickInfo g_SimTicks;
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inline float GetSimulatedTime()
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{
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if (g_SimTicks.ticking)
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{
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return gpGlobals->curtime;
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} else {
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return g_SimTicks.ticktime;
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}
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}
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void ITimer::Initialize(ITimedEvent *pCallbacks, float fInterval, float fToExec, void *pData, int flags)
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{
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@ -52,10 +63,11 @@ void TimerSystem::RunFrame()
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ITimer *pTimer;
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TimerIter iter;
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float curtime = GetSimulatedTime();
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for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); )
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{
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pTimer = (*iter);
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if (gpGlobals->curtime >= pTimer->m_ToExec)
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if (curtime >= pTimer->m_ToExec)
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{
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pTimer->m_InExec = true;
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pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
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@ -71,7 +83,7 @@ void TimerSystem::RunFrame()
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for (iter=m_LoopTimers.begin(); iter!=m_LoopTimers.end(); )
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{
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pTimer = (*iter);
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if (gpGlobals->curtime >= pTimer->m_ToExec)
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if (curtime >= pTimer->m_ToExec)
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{
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pTimer->m_InExec = true;
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res = pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
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@ -83,19 +95,19 @@ void TimerSystem::RunFrame()
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continue;
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}
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pTimer->m_InExec = false;
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pTimer->m_ToExec = gpGlobals->curtime + pTimer->m_Interval;
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pTimer->m_ToExec = curtime + pTimer->m_Interval;
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}
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iter++;
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}
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m_LastExecTime = gpGlobals->curtime;
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m_LastExecTime = curtime;
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}
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ITimer *TimerSystem::CreateTimer(ITimedEvent *pCallbacks, float fInterval, void *pData, int flags)
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{
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ITimer *pTimer;
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TimerIter iter;
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float to_exec = gpGlobals->curtime + fInterval;
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float to_exec = GetSimulatedTime() + fInterval;
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if (m_FreeTimers.empty())
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{
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@ -160,7 +172,7 @@ void TimerSystem::FireTimerOnce(ITimer *pTimer, bool delayExec)
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{
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if (delayExec)
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{
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pTimer->m_ToExec = gpGlobals->curtime + pTimer->m_Interval;
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pTimer->m_ToExec = GetSimulatedTime() + pTimer->m_Interval;
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}
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pTimer->m_InExec = false;
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return;
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@ -203,12 +215,14 @@ void TimerSystem::MapChange()
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for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); iter++)
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{
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pTimer = (*iter);
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pTimer->m_ToExec = pTimer->m_ToExec - m_LastExecTime + gpGlobals->curtime;
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pTimer->m_ToExec = pTimer->m_ToExec - m_LastExecTime + GetSimulatedTime();
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}
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for (iter=m_LoopTimers.begin(); iter!=m_LoopTimers.end(); iter++)
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{
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pTimer = (*iter);
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pTimer->m_ToExec = pTimer->m_ToExec - m_LastExecTime + gpGlobals->curtime;
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pTimer->m_ToExec = pTimer->m_ToExec - m_LastExecTime + GetSimulatedTime();
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}
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m_LastExecTime = GetSimulatedTime();
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}
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@ -27,6 +27,13 @@ using namespace SourceMod;
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typedef List<ITimer *> TimerList;
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typedef List<ITimer *>::iterator TimerIter;
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struct TickInfo
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{
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bool ticking; /* true=game is ticking, false=we're ticking */
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unsigned int tickcount; /* number of simulated ticks we've done */
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float ticktime; /* tick time we're maintaining */
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};
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class SourceMod::ITimer
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{
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public:
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@ -64,5 +71,6 @@ private:
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};
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extern TimerSystem g_Timers;
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extern TickInfo g_SimTicks;
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#endif //_INCLUDE_SOURCEMOD_CTIMERSYS_H_
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@ -47,6 +47,8 @@ float g_LastAuthCheck = 0.0f;
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IForward *g_pOnGameFrame = NULL;
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IForward *g_pOnMapEnd = NULL;
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bool g_Loaded = false;
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int g_StillFrames = 0;
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float g_StillTime = 0.0f;
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typedef int (*GIVEENGINEPOINTER)(ISourcePawnEngine *);
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typedef unsigned int (*GETEXPORTCOUNT)();
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@ -263,6 +265,10 @@ bool SourceModBase::LevelInit(char const *pMapName, char const *pMapEntities, ch
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m_ExecPluginReload = true;
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g_LastTime = 0.0f;
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g_LastAuthCheck = 0.0f;
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g_SimTicks.ticking = true;
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g_SimTicks.tickcount = 0;
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g_StillTime = 0.0f;
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g_StillFrames = 0;
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/* Notify! */
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SMGlobalClass *pBase = SMGlobalClass::head;
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@ -297,6 +303,27 @@ bool SourceModBase::LevelInit(char const *pMapName, char const *pMapEntities, ch
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RETURN_META_VALUE(MRES_IGNORED, true);
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}
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void StartTickSimulation()
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{
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g_SimTicks.ticking = false;
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g_SimTicks.tickcount = 0;
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g_SimTicks.ticktime = gpGlobals->curtime;
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}
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void StopTickSimulation()
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{
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g_SimTicks.ticking = true;
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g_Timers.MapChange();
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g_StillFrames = 0;
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g_LastTime = gpGlobals->curtime;
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}
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void SimulateTick()
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{
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g_SimTicks.tickcount++;
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g_SimTicks.ticktime = g_StillTime + (g_SimTicks.tickcount * gpGlobals->interval_per_tick);
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}
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void SourceModBase::GameFrame(bool simulating)
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{
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/**
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@ -304,6 +331,46 @@ void SourceModBase::GameFrame(bool simulating)
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* precious CPU cycles.
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*/
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float curtime = gpGlobals->curtime;
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int framecount = gpGlobals->framecount;
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/* Verify that we're still ticking */
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if (g_SimTicks.ticking)
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{
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if (g_StillFrames == 0)
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{
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g_StillFrames = framecount;
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g_StillTime = curtime;
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} else {
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/* Try to detect when we've stopped ticking.
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* We do this once 10 frames pass and there have been no ticks.
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*/
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if (g_StillTime == curtime)
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{
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if (framecount - g_StillFrames >= 5)
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{
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StartTickSimulation();
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return;
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}
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} else {
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/* We're definitely ticking we get here,
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* but update everything as a precaution */
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g_StillFrames = framecount;
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g_StillTime = curtime;
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}
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}
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} else {
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/* We need to make sure we should still be simulating. */
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if (g_StillTime != curtime)
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{
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/* Wow, we're ticking again! It's time to revert. */
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StopTickSimulation();
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return;
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}
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/* Nope, not ticking. Simulate! */
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SimulateTick();
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curtime = g_SimTicks.ticktime;
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}
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if (curtime - g_LastTime >= 0.1f)
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{
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if (m_CheckingAuth
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