diff --git a/src/game/g_window.pas b/src/game/g_window.pas
index 351edf913e91396a154c5ae8a5c52a08cf32c5e2..720be1b85ce934a2ec0e834939402d0ca2f4c743 100644 (file)
--- a/src/game/g_window.pas
+++ b/src/game/g_window.pas
function SDLMain (): Integer;
procedure ResetTimer ();
-procedure ProcessLoading (forceUpdate: Boolean=false);
+procedure ProcessLoading (forceUpdate: Boolean = False);
var
- gwin_dump_extensions: Boolean = false;
gwin_has_stencil: Boolean = false;
gwin_k8_enable_light_experiments: Boolean = false;
g_dbg_aimline_on: Boolean = false;
{$INCLUDE ../nogl/noGLuses.inc}
SysUtils, Classes, MAPDEF, Math,
e_graphics, e_log, e_texture, g_main,
- g_console, e_input, g_options, g_game,
+ g_console, r_console, e_input, g_options, g_game, r_game,
g_basic, g_textures, e_sound, g_sound, g_menu, ENet, g_net,
g_map, g_gfx, g_monsters, xprofiler,
g_touch, g_gui, g_system, g_netmaster;
prevLoadingUpdateTime: UInt64 = 0;
{$ENDIF}
-procedure ProcessLoading (forceUpdate: Boolean=false);
+procedure ProcessLoading (forceUpdate: Boolean);
{$IFNDEF HEADLESS}
var
stt: UInt64;
if forceUpdate then
begin
+ e_SetRendertarget(True);
+ e_SetViewPort(0, 0, gScreenWidth, gScreenHeight);
+
DrawMenuBackground('INTER');
e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
-
DrawLoadingStat();
- g_Console_Draw(True);
+ r_Console_Draw(True);
+
+ e_SetRendertarget(False);
+ e_SetViewPort(0, 0, gWinSizeX, gWinSizeY);
+ e_BlitFramebuffer(gWinSizeX, gWinSizeY);
+
sys_Repaint;
prevLoadingUpdateTime := getTimeMilli();
end;
e_SoundUpdate();
- if NetMode = NET_SERVER then
- begin
- g_Net_Host_Update();
- end
- else
- begin
- if (NetMode = NET_CLIENT) and (NetState <> NET_STATE_AUTH) then g_Net_Client_UpdateWhileLoading();
- end;
+ // TODO: At the moment, I left here only host network processing, because the client code must
+ // handle network events on its own. Otherwise separate network cases that use different calls to
+ // enet_host_service() WILL lose their packets (for example, resource downloading). So they have
+ // to handle everything by themselves. But in general, this MUST be removed completely, since
+ // updating the window should never affect the network. Use single enet_host_service(), period.
+ if NetMode = NET_SERVER
+ then g_Net_Host_Update();
end;
begin
flag := true;
for i := 1 to t do
- begin
- if (NetMode = NET_SERVER) then g_Net_Host_Update()
- else if (NetMode = NET_CLIENT) then g_Net_Client_Update();
Update();
- end;
- end
- else
- begin
- if (NetMode = NET_SERVER) then g_Net_Host_Update()
- else if (NetMode = NET_CLIENT) then g_Net_Client_Update();
end;
- if NetMode = NET_SERVER then g_Net_Flush();
-
g_Map_ProfilersEnd();
g_Mons_ProfilersEnd();
if flag then
Time_Old := Time - (Time_Delta mod 28);
- if (Time - Frame > 4) then
+ // don't wait if VSync is on, GL already probably waits enough
+ if gLerpActors then
+ flag := (Time - Frame >= gFrameTime) or gVSync;
+
+ if flag then
begin
if (not wMinimized) then
begin
- if gPause or not gLerpActors then
+ if gPause or (not gLerpActors) or (gState = STATE_FOLD) then
gLerpFactor := 1.0
else
gLerpFactor := nmin(1.0, (Time - Time_Old) / 28.0);
begin
arg := ParamStr(idx);
Inc(idx);
- if arg = '--opengl-dump-exts' then gwin_dump_extensions := true;
- //if arg = '--twinkletwinkle' then gwin_k8_enable_light_experiments := true;
if arg = '--jah' then g_profile_history_size := 100;
if arg = '--no-particles' then gpart_dbg_enabled := false;
if arg = '--no-los' then gmon_dbg_los_enabled := false;
if (glLegacyNPOT) then e_logWriteln('NPOT texture emulation: enabled')
else e_logWriteln('NPOT texture emulation: disabled');
end;
- gwin_dump_extensions := false;
Init;
Time_Old := sys_GetTicks();