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676 lines
20 KiB
676 lines
20 KiB
//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "quakedef.h"
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#include <assert.h>
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#include "engine_launcher_api.h"
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#include "iengine.h"
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#include "ivideomode.h"
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#include "igame.h"
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#include "vmodes.h"
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#include "modes.h"
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#include "sys.h"
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#include "host.h"
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#include "keys.h"
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#include "cdll_int.h"
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#include "host_state.h"
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#include "cdll_engine_int.h"
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#include "sys_dll.h"
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#include "tier0/vprof.h"
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#include "profile.h"
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#include "gl_matsysiface.h"
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#include "vprof_engine.h"
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#include "server.h"
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#include "cl_demo.h"
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#include "toolframework/itoolframework.h"
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#include "toolframework/itoolsystem.h"
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#include "inputsystem/iinputsystem.h"
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#include "gl_cvars.h"
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#include "filesystem_engine.h"
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#include "tier0/cpumonitoring.h"
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#ifndef DEDICATED
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#include "vgui_baseui_interface.h"
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#endif
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#ifdef _PS3
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#include <sysutil/sysutil_sysparam.h>
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#endif
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#include "tier0/etwprof.h"
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#include "steam/steam_api.h"
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#include "appframework/ilaunchermgr.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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void Sys_ShutdownGame( void );
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int Sys_InitGame( CreateInterfaceFn appSystemFactory,
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char const* pBaseDir, void *pwnd, int bIsDedicated );
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// sleep time when not focus
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ConVar engine_no_focus_sleep( "engine_no_focus_sleep", "50", FCVAR_ARCHIVE );
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#define DEFAULT_FPS_MAX 300
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static int s_nDesiredFPSMax = DEFAULT_FPS_MAX;
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static bool s_bFPSMaxDrivenByPowerSavings = false;
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// Dedicated server fps locking to tickrate values
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extern float host_nexttick;
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//-----------------------------------------------------------------------------
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// ConVars and ConCommands
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//-----------------------------------------------------------------------------
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static void fps_max_callback( IConVar *var, const char *pOldValue, float flOldValue )
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{
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// Only update s_nDesiredFPSMax when not driven by the mat_powersavingsmode ConVar (see below)
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if ( !s_bFPSMaxDrivenByPowerSavings )
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{
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s_nDesiredFPSMax = ( (ConVar *)var)->GetInt();
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}
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}
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ConVar fps_max( "fps_max", STRINGIFY( DEFAULT_FPS_MAX ), FCVAR_RELEASE, "Frame rate limiter", fps_max_callback );
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// When set, this ConVar (typically driven from the advanced video settings) will drive fps_max (see above) to
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// half of the refresh rate, if the user hasn't otherwise set fps_max (via console, commandline etc)
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static void mat_powersavingsmode_callback( IConVar *var, const char *pOldValue, float flOldValue )
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{
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s_bFPSMaxDrivenByPowerSavings = true;
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int nRefresh = s_nDesiredFPSMax;
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if ( ( (ConVar *)var)->GetBool() )
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{
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MaterialVideoMode_t mode;
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materials->GetDisplayMode( mode );
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nRefresh = MAX( 30, ( mode.m_RefreshRate + 1 ) >> 1 ); // Half of display refresh rate (min of 30Hz)
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}
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fps_max.SetValue( nRefresh );
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s_bFPSMaxDrivenByPowerSavings = false;
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}
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static ConVar mat_powersavingsmode( "mat_powersavingsmode", "0", FCVAR_ARCHIVE, "Power Savings Mode", mat_powersavingsmode_callback );
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ConVar sleep_when_meeting_framerate( "sleep_when_meeting_framerate", IsGameConsole() ? "0" : "1", FCVAR_NONE, "Sleep instead of spinning if we're meeting the desired framerate." );
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static ConVar fps_max_splitscreen( "fps_max_splitscreen", STRINGIFY( DEFAULT_FPS_MAX ), 0, "Frame rate limiter, splitscreen" );
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#if !defined( DEDICATED )
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static ConVar fps_max_menu( "fps_max_menu", "120", FCVAR_RELEASE, "Frame rate limiter, main menu" );
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#endif
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static ConVar async_serialize( "async_serialize", "0", 0, "Force async reads to serialize for profiling" );
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#define ShouldSerializeAsync() async_serialize.GetBool()
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static ConVar vx_do_not_throttle_events( "vx_do_not_throttle_events", "0", 0, "Force VXConsole updates every frame; smoother vprof data on PS3 but at a slight (~0.2ms) perf cost." );
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#ifdef WIN32
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static void cpu_frequency_monitoring_callback( IConVar *var, const char *pOldValue, float flOldValue )
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{
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// Set the specified interval for CPU frequency monitoring
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SetCPUMonitoringInterval( (unsigned)( ( (ConVar *)var)->GetFloat() * 1000 ) );
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}
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ConVar cpu_frequency_monitoring( "cpu_frequency_monitoring", "0", FCVAR_RELEASE, "Set CPU frequency monitoring interval in seconds. Zero means disabled.", true, 0.0f, true, 10.0f, cpu_frequency_monitoring_callback );
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#endif
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float host_filtered_time_history[128] = { 0 };
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unsigned int host_filtered_time_history_pos = 0;
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CON_COMMAND( host_filtered_time_report, "Dumps time spent idle in previous frames in ms(dedicated only)." )
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{
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if ( sv.IsDedicated() )
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{
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for (int i = 1; i <= ARRAYSIZE( host_filtered_time_history ); ++i)
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{
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unsigned int slot = ( i + host_filtered_time_history_pos) % ARRAYSIZE( host_filtered_time_history );
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Msg( "%.4f\n", ( host_filtered_time_history[ slot ] * 1000 ) );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CEngine : public IEngine
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{
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public:
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CEngine( void );
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virtual ~CEngine( void );
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bool Load( bool dedicated, const char *basedir );
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virtual void Unload( void );
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virtual EngineState_t GetState( void );
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virtual void SetNextState( EngineState_t iNextState );
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void Frame( void );
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float GetFrameTime( void );
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float GetCurTime( void );
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bool TrapKey_Event( ButtonCode_t key, bool down );
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void TrapMouse_Event( int buttons, bool down );
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void StartTrapMode( void );
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bool IsTrapping( void );
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bool CheckDoneTrapping( ButtonCode_t& key );
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int GetQuitting( void );
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void SetQuitting( int quittype );
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private:
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bool FilterTime( float t );
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int m_nQuitting;
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EngineState_t m_nDLLState;
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EngineState_t m_nNextDLLState;
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double m_flCurrentTime;
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float m_flFrameTime;
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double m_flPreviousTime;
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float m_flFilteredTime;
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float m_flMinFrameTime; // Expected duration of a frame, or zero if it is unlimited.
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#ifdef _GAMECONSOLE
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float m_flTimeSinceLastXBXProcessEventsCall;
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#endif
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#if WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
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STEAM_CALLBACK( CEngine, OnGameOverlayActivated, GameOverlayActivated_t, m_CallbackGameOverlayActivated );
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#endif
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};
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static CEngine g_Engine;
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IEngine *eng = ( IEngine * )&g_Engine;
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//IEngineAPI *engine = NULL;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CEngine::CEngine( void )
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#if WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
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: m_CallbackGameOverlayActivated( this, &CEngine::OnGameOverlayActivated )
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#endif
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{
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m_nDLLState = DLL_INACTIVE;
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m_nNextDLLState = DLL_INACTIVE;
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m_flCurrentTime = 0.0;
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m_flFrameTime = 0.0f;
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m_flPreviousTime = 0.0;
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m_flFilteredTime = 0.0f;
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m_flMinFrameTime = 0.0f;
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#ifdef _GAMECONSOLE
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m_flTimeSinceLastXBXProcessEventsCall = 1.0e19; // make ti call on first frame
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#endif
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m_nQuitting = QUIT_NOTQUITTING;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEngine::~CEngine( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEngine::Unload( void )
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{
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Sys_ShutdownGame();
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m_nDLLState = DLL_INACTIVE;
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m_nNextDLLState = DLL_INACTIVE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CEngine::Load( bool dedicated, const char *rootdir )
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{
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bool success = false;
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// Activate engine
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// NOTE: We must bypass the 'next state' block here for initialization to work properly.
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m_nDLLState = m_nNextDLLState = DLL_ACTIVE;
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if ( Sys_InitGame(
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g_AppSystemFactory,
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rootdir,
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game->GetMainWindowAddress(),
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dedicated ) )
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{
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success = true;
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UpdateMaterialSystemConfig();
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}
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return success;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : dt -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CEngine::FilterTime( float dt )
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{
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// Dedicated servers will lock fps max to tick rate essentially
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if ( sv.IsDedicated() && !g_bDedicatedServerBenchmarkMode )
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{
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m_flMinFrameTime = host_nexttick;
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return ( dt >= host_nexttick );
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}
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m_flMinFrameTime = 0.0f;
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// Dedicated's tic_rate regulates server frame rate. Don't apply fps filter here.
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// Only do this restriction on the client. Prevents clients from accomplishing certain
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// hacks by pausing their client for a period of time.
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if ( IsPC() && !sv.IsDedicated() && !CanCheat() && ( fps_max.GetFloat() < 30 ) && !Host_IsSinglePlayerGame() )
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{
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// Don't do anything if fps_max=0 (which means it's unlimited).
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if ( fps_max.GetFloat() != 0.0f )
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{
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Warning( "sv_cheats is 0 and fps_max is being limited to a minimum of 30 (or set to 0).\n" );
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fps_max.SetValue( 30.0f );
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}
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}
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float fps = fps_max.GetFloat();
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#ifdef _GAMECONSOLE
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static bool bInitializedFpsMax;
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static float flRefreshRate = 0;
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if ( !bInitializedFpsMax )
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{
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bInitializedFpsMax = true;
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{
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#ifdef _X360
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XVIDEO_MODE videoMode;
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XGetVideoMode( &videoMode );
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flRefreshRate = videoMode.RefreshRate;
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#elif defined( _PS3 )
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CellVideoOutState videoOutState;
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if ( cellVideoOutGetState( CELL_VIDEO_OUT_PRIMARY, 0, &videoOutState) >= CELL_OK )
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{
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struct { int rrFlag; float flRate; }
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arrRefreshRates[] = {
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{ CELL_VIDEO_OUT_REFRESH_RATE_59_94HZ, 59.94f },
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{ CELL_VIDEO_OUT_REFRESH_RATE_60HZ, 60.00f },
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{ CELL_VIDEO_OUT_REFRESH_RATE_50HZ, 50.00f },
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{ CELL_VIDEO_OUT_REFRESH_RATE_30HZ, 30.00f },
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};
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for ( int jj = 0; jj < ARRAYSIZE( arrRefreshRates ); ++ jj )
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{
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if ( arrRefreshRates[jj].rrFlag & videoOutState.displayMode.refreshRates )
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{
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flRefreshRate = arrRefreshRates[jj].flRate;
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break;
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}
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}
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if ( !flRefreshRate )
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{
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Warning( "Failed to determine PS3 video out refresh rate, assuming 59.94 Hz\n" );
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flRefreshRate = 59.94f;
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}
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}
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else
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{
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bInitializedFpsMax = false;
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}
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#else
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#error
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#endif
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}
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// Taken fps_max out since we'll use the presentation interval to force max 30fps
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// This gives us a much smoother frametime and ensure we don't drop a frame
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// due to the inaccuracy of fps_max
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//
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// if ( flRefreshRate > 49 )
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// {
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// float fpsMax = flRefreshRate / 2.0f, fpsSplitscreenMax = flRefreshRate / 2.0f;
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// DevMsg( "Setting fps_max to %f and fps_splitscreen_max to %f (from defaults of %f/%f ) to match refresh rate of %f\n", fpsMax, fpsSplitscreenMax, fps_max.GetFloat(), fps_max_splitscreen.GetFloat(), flRefreshRate );
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// fps_max.SetValue( fpsMax );
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// fps_max_splitscreen.SetValue( fpsSplitscreenMax );
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// }
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}
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bool bSplitscreen = false;
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// Need a smarter way of doing this
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for ( int i = 1; i < splitscreen->GetNumSplitScreenPlayers(); i++ )
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{
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if ( splitscreen->IsValidSplitScreenSlot( i ) )
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{
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bSplitscreen = true;
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break;
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}
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}
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if ( !bSplitscreen )
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{
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fps = fps_max.GetFloat();
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}
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else
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{
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fps = fps_max_splitscreen.GetFloat();
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}
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#endif
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#if !defined( DEDICATED )
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extern IVEngineClient *engineClient;
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if ( engineClient && !engineClient->IsConnected() && ( fps_max_menu.GetFloat() < fps ) )
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{
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fps = fps_max_menu.GetFloat();
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}
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#endif
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#ifdef _PS3
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{
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int nPresentFrequency = 1;
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if ( fps > 1.0f )
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{
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nPresentFrequency = int( (flRefreshRate + 1.0) / fps );
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nPresentFrequency = MAX( 1, nPresentFrequency );
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}
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g_pMaterialSystem->SetFlipPresentFrequency( nPresentFrequency );
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}
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#endif
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if ( fps > 0.0f )
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{
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// Limit fps to withing tolerable range
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// fps = max( MIN_FPS, fps ); // red herring - since we're only checking if dt < 1/fps, clamping against MIN_FPS has no effect
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fps = MIN( MAX_FPS, fps );
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float minframetime = 1.0 / fps;
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m_flMinFrameTime = minframetime;
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if (
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#if !defined(DEDICATED)
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!demoplayer->IsPlayingTimeDemo() &&
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#endif
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!g_bDedicatedServerBenchmarkMode &&
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dt < minframetime )
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{
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// framerate is too high
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return false;
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}
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}
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return true;
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}
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extern void PS3_PollSaveSystem();
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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void CEngine::Frame( void )
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{
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// yield the CPU for a little while when paused, minimized, or not the focus
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// FIXME: Move this to main windows message pump?
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static ConVarRef cl_embedded_stream_video_playing( "cl_embedded_stream_video_playing" );
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if ( IsPC() && !game->IsActiveApp() && !sv.IsDedicated()
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&& !( cl_embedded_stream_video_playing.IsValid() && cl_embedded_stream_video_playing.GetBool() )
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&& engine_no_focus_sleep.GetInt() > 0 )
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{
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g_pInputSystem->SleepUntilInput( engine_no_focus_sleep.GetInt() );
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}
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// Get current time
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m_flCurrentTime = Sys_FloatTime();
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// Watch for data from the CPU frequency monitoring system and print it to the console.
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const CPUFrequencyResults frequency = GetCPUFrequencyResults();
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static double s_lastFrequencyTimestamp;
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if ( frequency.m_timeStamp > s_lastFrequencyTimestamp )
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{
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s_lastFrequencyTimestamp = frequency.m_timeStamp;
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Msg( "~CPU Freq: %1.3f GHz Percent of requested: %3.1f%% Minimum percent seen: %3.1f%%\n",
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frequency.m_GHz, frequency.m_percentage, frequency.m_lowestPercentage );
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}
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// Determine dt since we last checked
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float dt = m_flCurrentTime - m_flPreviousTime;
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if ( sv.IsDedicated() && ( dt < 0 ) )
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{
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// ... but if the clock ever went backwards due to a bug,
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// we'd have no idea how much time has elapsed, so just
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// catch up to the next scheduled server tick.
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dt = host_nexttick;
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}
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#ifdef _GAMECONSOLE
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#define XBOX_PROCESS_EVENTS_MAXINTERVAL 0.2 // 1/5 sec
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// handle Xbox system messages process xbox events occasionally. every frame is too often -
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// makes this code add up to something
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m_flTimeSinceLastXBXProcessEventsCall += MAX( 0, dt );
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if ( m_flTimeSinceLastXBXProcessEventsCall > XBOX_PROCESS_EVENTS_MAXINTERVAL || vx_do_not_throttle_events.GetBool() )
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{
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XBX_ProcessEvents();
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XBX_DispatchEventsQueue();
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m_flTimeSinceLastXBXProcessEventsCall = 0.;
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}
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#endif
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// Remember old time
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m_flPreviousTime = m_flCurrentTime;
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// Accumulate current time delta into the true "frametime"
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m_flFrameTime += dt;
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// If the time is < 0, that means we've restarted.
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// Set the new time high enough so the engine will run a frame
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if ( m_flFrameTime < 0.0f )
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return;
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// If the frametime is still too short, don't pass through
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if ( !FilterTime( m_flFrameTime ) )
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{
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#ifdef POSIX
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double fSleepNS = ( m_flMinFrameTime - m_flFrameTime ) * 1000000000.0;
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unsigned nSleepNS = (unsigned)floor( fSleepNS );
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if ( nSleepNS && sleep_when_meeting_framerate.GetInt() )
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{
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TM_ZONE( TELEMETRY_LEVEL0, TMZF_NONE, "Engine Nano Sleep" );
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ThreadNanoSleep( nSleepNS );
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}
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#else //POSIX
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float fSleepMS = ( m_flMinFrameTime - m_flFrameTime ) * 1000;
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unsigned nSleepMS = (unsigned)floor( fSleepMS );
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if ( nSleepMS && sleep_when_meeting_framerate.GetInt() )
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|
{
|
|
TM_ZONE( TELEMETRY_LEVEL0, TMZF_NONE, "Engine Sleep" );
|
|
ThreadSleep( nSleepMS );
|
|
}
|
|
#endif //POSIX
|
|
m_flFilteredTime += dt;
|
|
return;
|
|
}
|
|
|
|
TM_ZONE( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __PRETTY_FUNCTION__ );
|
|
|
|
if ( ShouldSerializeAsync() )
|
|
{
|
|
static ConVar *pSyncReportConVar = g_pCVar->FindVar( "fs_report_sync_opens" );
|
|
bool bReportingSyncOpens = ( pSyncReportConVar && pSyncReportConVar->GetInt() );
|
|
int reportLevel = 0;
|
|
if ( bReportingSyncOpens )
|
|
{
|
|
reportLevel = pSyncReportConVar->GetInt();
|
|
pSyncReportConVar->SetValue( 0 );
|
|
}
|
|
g_pFileSystem->AsyncFinishAll();
|
|
if ( bReportingSyncOpens )
|
|
{
|
|
pSyncReportConVar->SetValue( reportLevel );
|
|
}
|
|
}
|
|
|
|
#ifdef VPROF_ENABLED
|
|
PreUpdateProfile( m_flFilteredTime );
|
|
#endif
|
|
|
|
// Record previous swallowed time counts.
|
|
host_filtered_time_history[ host_filtered_time_history_pos ] = m_flFilteredTime;
|
|
host_filtered_time_history_pos = ( host_filtered_time_history_pos + 1 ) % ARRAYSIZE(host_filtered_time_history);
|
|
// Reset swallowed time...
|
|
m_flFilteredTime = 0.0f;
|
|
|
|
#ifndef DEDICATED
|
|
if ( !sv.IsDedicated() )
|
|
{
|
|
ClientDLL_FrameStageNotify( FRAME_START );
|
|
}
|
|
#endif
|
|
|
|
#ifdef VPROF_ENABLED
|
|
PostUpdateProfile();
|
|
#endif
|
|
|
|
TelemetryTick();
|
|
|
|
ETWRenderFrameMark( sv.IsDedicated() );
|
|
|
|
{ // profile scope
|
|
|
|
VPROF_BUDGET( "CEngine::Frame", VPROF_BUDGETGROUP_OTHER_UNACCOUNTED );
|
|
#ifdef RAD_TELEMETRY_ENABLED
|
|
TmU64 time0 = tmFastTime();
|
|
#endif
|
|
|
|
switch( m_nDLLState )
|
|
{
|
|
case DLL_PAUSED: // paused, in hammer
|
|
case DLL_INACTIVE: // no dll
|
|
break;
|
|
|
|
case DLL_ACTIVE: // engine is focused
|
|
case DLL_CLOSE: // closing down dll
|
|
case DLL_RESTART: // engine is shutting down but will restart right away
|
|
// Run the engine frame
|
|
HostState_Frame( m_flFrameTime );
|
|
break;
|
|
}
|
|
|
|
// Has the state changed?
|
|
if ( m_nNextDLLState != m_nDLLState )
|
|
{
|
|
m_nDLLState = m_nNextDLLState;
|
|
|
|
// Do special things if we change to particular states
|
|
switch( m_nDLLState )
|
|
{
|
|
case DLL_CLOSE:
|
|
SetQuitting( QUIT_TODESKTOP );
|
|
break;
|
|
case DLL_RESTART:
|
|
SetQuitting( QUIT_RESTART );
|
|
break;
|
|
}
|
|
}
|
|
|
|
#ifdef RAD_TELEMETRY_ENABLED
|
|
float time = ( tmFastTime() - time0 ) * g_Telemetry.flRDTSCToMilliSeconds;
|
|
if( time > 0.5f )
|
|
{
|
|
tmPlot( TELEMETRY_LEVEL0, TMPT_TIME_MS, 0, time, "CEngine::Frame(ms)" );
|
|
}
|
|
#endif
|
|
|
|
} // profile scope
|
|
|
|
// Reset for next frame
|
|
m_flFrameTime = 0.0f;
|
|
|
|
#if defined( VPROF_ENABLED ) && defined( VPROF_VXCONSOLE_EXISTS )
|
|
UpdateVXConsoleProfile();
|
|
#endif
|
|
// reload dlls that are marked for reload; currently for debug purposes only
|
|
#ifdef ENGINE_MANAGES_VJOBS
|
|
extern void ReloadDlls();
|
|
ReloadDlls();
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CEngine::EngineState_t CEngine::GetState( void )
|
|
{
|
|
return m_nDLLState;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CEngine::SetNextState( EngineState_t iNextState )
|
|
{
|
|
m_nNextDLLState = iNextState;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
float CEngine::GetFrameTime( void )
|
|
{
|
|
return m_flFrameTime;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
float CEngine::GetCurTime( void )
|
|
{
|
|
return m_flCurrentTime;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Flag that we are in the process of quiting
|
|
//-----------------------------------------------------------------------------
|
|
void CEngine::SetQuitting( int quittype )
|
|
{
|
|
m_nQuitting = quittype;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check whether we are ready to exit
|
|
//-----------------------------------------------------------------------------
|
|
int CEngine::GetQuitting( void )
|
|
{
|
|
return m_nQuitting;
|
|
}
|
|
|
|
#if WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The overlay doesn't properly work on OS X 64-bit because a bunch of
|
|
// Cocoa functions that we hook were never ported to 64-bit. Until that is fixed,
|
|
// we basically have to work around this by making sure the cursor is visible
|
|
// and set to something that is reasonable for usage in the overlay.
|
|
//-----------------------------------------------------------------------------
|
|
void CEngine::OnGameOverlayActivated( GameOverlayActivated_t *pGameOverlayActivated )
|
|
{
|
|
Assert( pGameOverlayActivated );
|
|
if ( pGameOverlayActivated->m_bActive )
|
|
g_pLauncherMgr->ForceSystemCursorVisible();
|
|
else
|
|
g_pLauncherMgr->UnforceSystemCursorVisible();
|
|
}
|
|
#endif // WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
|