X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame%2Fg_window.pas;h=d3850c8e666e10422bfc13eeeb1a587be1c76b0c;hb=0f3b5618fa81434f7654fe6719c58a030ade2810;hp=351edf913e91396a154c5ae8a5c52a08cf32c5e2;hpb=dffafd305d0df029f317cc92c1968ba0065c0cd8;p=d2df-sdl.git diff --git a/src/game/g_window.pas b/src/game/g_window.pas index 351edf9..d3850c8 100644 --- a/src/game/g_window.pas +++ b/src/game/g_window.pas @@ -22,7 +22,7 @@ uses function SDLMain (): Integer; procedure ResetTimer (); -procedure ProcessLoading (forceUpdate: Boolean=false); +procedure ProcessLoading (forceUpdate: Boolean = False); var gwin_dump_extensions: Boolean = false; @@ -68,7 +68,7 @@ var prevLoadingUpdateTime: UInt64 = 0; {$ENDIF} -procedure ProcessLoading (forceUpdate: Boolean=false); +procedure ProcessLoading (forceUpdate: Boolean); {$IFNDEF HEADLESS} var stt: UInt64; @@ -88,11 +88,18 @@ begin 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); + + e_SetRendertarget(False); + e_SetViewPort(0, 0, gWinSizeX, gWinSizeY); + e_BlitFramebuffer(gWinSizeX, gWinSizeY); + sys_Repaint; prevLoadingUpdateTime := getTimeMilli(); end; @@ -101,14 +108,13 @@ begin 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; @@ -138,20 +144,9 @@ begin 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(); @@ -171,11 +166,15 @@ begin 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);