//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "quakedef.h" #include #include "engine_launcher_api.h" #include "iengine.h" #include "ivideomode.h" #include "igame.h" #include "vmodes.h" #include "modes.h" #include "sys.h" #include "host.h" #include "keys.h" #include "cdll_int.h" #include "host_state.h" #include "cdll_engine_int.h" #include "sys_dll.h" #include "tier0/vprof.h" #include "profile.h" #include "gl_matsysiface.h" #include "vprof_engine.h" #include "server.h" #include "cl_demo.h" #include "toolframework/itoolframework.h" #include "toolframework/itoolsystem.h" #include "inputsystem/iinputsystem.h" #include "gl_cvars.h" #include "filesystem_engine.h" #include "tier0/cpumonitoring.h" #ifndef SWDS #include "vgui_baseui_interface.h" #endif #include "tier0/etwprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- void Sys_ShutdownGame( void ); int Sys_InitGame( CreateInterfaceFn appSystemFactory, char const* pBaseDir, void *pwnd, int bIsDedicated ); // Sleep time when not focus. Set to 0 to not sleep even if app doesn't have focus. ConVar engine_no_focus_sleep( "engine_no_focus_sleep", "50", FCVAR_ARCHIVE ); // sleep time when not focus #define NOT_FOCUS_SLEEP 50 #define DEFAULT_FPS_MAX 300 #define DEFAULT_FPS_MAX_S "300" static int s_nDesiredFPSMax = DEFAULT_FPS_MAX; static bool s_bFPSMaxDrivenByPowerSavings = false; //----------------------------------------------------------------------------- // ConVars and ConCommands //----------------------------------------------------------------------------- static void fps_max_callback( IConVar *var, const char *pOldValue, float flOldValue ) { // Only update s_nDesiredFPSMax when not driven by the mat_powersavingsmode ConVar (see below) if ( !s_bFPSMaxDrivenByPowerSavings ) { s_nDesiredFPSMax = ( (ConVar *)var)->GetInt(); } } ConVar fps_max( "fps_max", DEFAULT_FPS_MAX_S, FCVAR_NOT_CONNECTED, "Frame rate limiter, cannot be set while connected to a server.", fps_max_callback ); // When set, this ConVar (typically driven from the advanced video settings) will drive fps_max (see above) to // half of the refresh rate, if the user hasn't otherwise set fps_max (via console, commandline etc) static void mat_powersavingsmode_callback( IConVar *var, const char *pOldValue, float flOldValue ) { s_bFPSMaxDrivenByPowerSavings = true; int nRefresh = s_nDesiredFPSMax; if ( ( (ConVar *)var)->GetBool() ) { MaterialVideoMode_t mode; materials->GetDisplayMode( mode ); nRefresh = MAX( 30, ( mode.m_RefreshRate + 1 ) >> 1 ); // Half of display refresh rate (min of 30Hz) } fps_max.SetValue( nRefresh ); s_bFPSMaxDrivenByPowerSavings = false; } static ConVar mat_powersavingsmode( "mat_powersavingsmode", "0", FCVAR_ARCHIVE, "Power Savings Mode", mat_powersavingsmode_callback ); #ifndef _RETAIL static ConVar async_serialize( "async_serialize", "0", 0, "Force async reads to serialize for profiling" ); #define ShouldSerializeAsync() async_serialize.GetBool() #else #define ShouldSerializeAsync() false #endif extern ConVar host_timer_spin_ms; extern float host_nexttick; extern IVEngineClient *engineClient; #ifdef WIN32 static void cpu_frequency_monitoring_callback( IConVar *var, const char *pOldValue, float flOldValue ) { // Set the specified interval for CPU frequency monitoring SetCPUMonitoringInterval( (unsigned)( ( (ConVar *)var)->GetFloat() * 1000 ) ); } ConVar cpu_frequency_monitoring( "cpu_frequency_monitoring", "0", 0, "Set CPU frequency monitoring interval in seconds. Zero means disabled.", true, 0.0f, true, 10.0f, cpu_frequency_monitoring_callback ); #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CEngine : public IEngine { public: CEngine( void ); virtual ~CEngine( void ); bool Load( bool dedicated, const char *basedir ); virtual void Unload( void ); virtual EngineState_t GetState( void ); virtual void SetNextState( EngineState_t iNextState ); void Frame( void ); float GetFrameTime( void ); float GetCurTime( void ); bool TrapKey_Event( ButtonCode_t key, bool down ); void TrapMouse_Event( int buttons, bool down ); void StartTrapMode( void ); bool IsTrapping( void ); bool CheckDoneTrapping( ButtonCode_t& key ); int GetQuitting( void ); void SetQuitting( int quittype ); private: bool FilterTime( float t ); int m_nQuitting; EngineState_t m_nDLLState; EngineState_t m_nNextDLLState; double m_flCurrentTime; double m_flFrameTime; double m_flPreviousTime; float m_flFilteredTime; float m_flMinFrameTime; // Expected duration of a frame, or zero if it is unlimited. float m_flLastRemainder; // 'Unused' time on the last render loop. bool m_bCatchupTime; }; static CEngine g_Engine; IEngine *eng = ( IEngine * )&g_Engine; //IEngineAPI *engine = NULL; //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CEngine::CEngine( void ) { m_nDLLState = DLL_INACTIVE; m_nNextDLLState = DLL_INACTIVE; m_flCurrentTime = 0.0; m_flFrameTime = 0.0f; m_flPreviousTime = 0.0; m_flFilteredTime = 0.0f; m_flMinFrameTime = 0.0f; m_flLastRemainder = 0.0f; m_bCatchupTime = false; m_nQuitting = QUIT_NOTQUITTING; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CEngine::~CEngine( void ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEngine::Unload( void ) { Sys_ShutdownGame(); m_nDLLState = DLL_INACTIVE; m_nNextDLLState = DLL_INACTIVE; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CEngine::Load( bool bDedicated, const char *rootdir ) { bool success = false; // Activate engine // NOTE: We must bypass the 'next state' block here for initialization to work properly. m_nDLLState = m_nNextDLLState = InEditMode() ? DLL_PAUSED : DLL_ACTIVE; if ( Sys_InitGame( g_AppSystemFactory, rootdir, game->GetMainWindowAddress(), bDedicated ) ) { success = true; UpdateMaterialSystemConfig(); } return success; } //----------------------------------------------------------------------------- // Purpose: // Input : dt - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CEngine::FilterTime( float dt ) { if ( sv.IsDedicated() && !g_bDedicatedServerBenchmarkMode ) { m_flMinFrameTime = host_nexttick; return ( dt >= host_nexttick ); } m_flMinFrameTime = 0.0f; // Dedicated's tic_rate regulates server frame rate. Don't apply fps filter here. // Only do this restriction on the client. Prevents clients from accomplishing certain // hacks by pausing their client for a period of time. if ( IsPC() && !sv.IsDedicated() && !CanCheat() && fps_max.GetFloat() < 30 ) { // Don't do anything if fps_max=0 (which means it's unlimited). if ( fps_max.GetFloat() != 0.0f ) { Warning( "sv_cheats is 0 and fps_max is being limited to a minimum of 30 (or set to 0).\n" ); fps_max.SetValue( 30.0f ); } } float fps = fps_max.GetFloat(); if ( fps > 0.0f ) { // Limit fps to withing tolerable range // fps = max( MIN_FPS, fps ); // red herring - since we're only checking if dt < 1/fps, clamping against MIN_FPS has no effect fps = min( MAX_FPS, (double)fps ); float minframetime = 1.0 / fps; m_flMinFrameTime = minframetime; if ( #if !defined(SWDS) !demoplayer->IsPlayingTimeDemo() && #endif !g_bDedicatedServerBenchmarkMode && dt < minframetime ) { // framerate is too high return false; } } return true; } //----------------------------------------------------------------------------- // Purpose: // Output : int //----------------------------------------------------------------------------- void CEngine::Frame( void ) { // yield the CPU for a little while when paused, minimized, or not the focus // FIXME: Move this to main windows message pump? if ( IsPC() && !game->IsActiveApp() && !sv.IsDedicated() && engine_no_focus_sleep.GetInt() > 0 ) { VPROF_BUDGET( "Sleep", VPROF_BUDGETGROUP_SLEEPING ); #if defined( RAD_TELEMETRY_ENABLED ) if( !g_Telemetry.Level ) #endif g_pInputSystem->SleepUntilInput( engine_no_focus_sleep.GetInt() ); } if ( m_flPreviousTime == 0 ) { (void) FilterTime( 0.0f ); m_flPreviousTime = Sys_FloatTime() - m_flMinFrameTime; } // Watch for data from the CPU frequency monitoring system and print it to the console. const CPUFrequencyResults frequency = GetCPUFrequencyResults(); static double s_lastFrequencyTimestamp; if ( frequency.m_timeStamp > s_lastFrequencyTimestamp ) { s_lastFrequencyTimestamp = frequency.m_timeStamp; Msg( "~CPU Freq: %1.3f GHz Percent of requested: %3.1f%% Minimum percent seen: %3.1f%%\n", frequency.m_GHz, frequency.m_percentage, frequency.m_lowestPercentage ); } // Loop until it is time for our frame. Don't return early because pumping messages // and processing console input is expensive (0.1 ms for each call to ProcessConsoleInput). for (;;) { // Get current time m_flCurrentTime = Sys_FloatTime(); // Determine dt since we last ticked m_flFrameTime = m_flCurrentTime - m_flPreviousTime; // This should never happen... Assert( m_flFrameTime >= 0.0f ); if ( m_flFrameTime < 0.0f ) { // ... but if the clock ever went backwards due to a bug, // we'd have no idea how much time has elapsed, so just // catch up to the next scheduled server tick. m_flFrameTime = host_nexttick; } if ( FilterTime( m_flFrameTime ) ) { // Time to render our frame. break; } if ( IsPC() && ( !sv.IsDedicated() || host_timer_spin_ms.GetFloat() != 0 ) ) { // ThreadSleep may be imprecise. On non-dedicated servers, we busy-sleep // for the last one or two milliseconds to ensure very tight timing. float fBusyWaitMS = IsWindows() ? 2.25f : 1.5f; if ( sv.IsDedicated() ) { fBusyWaitMS = host_timer_spin_ms.GetFloat(); fBusyWaitMS = MAX( fBusyWaitMS, 0.5f ); } // If we are meeting our frame rate then go idle for a while // to avoid wasting power and to let other threads/processes run. // Calculate how long we need to wait. int nSleepMS = (int)( ( m_flMinFrameTime - m_flFrameTime ) * 1000 - fBusyWaitMS ); if ( nSleepMS > 0 ) { ThreadSleep( nSleepMS ); } else { // On x86, busy-wait using PAUSE instruction which encourages // power savings by idling for ~10 cycles (also yielding to // the other logical hyperthread core if the CPU supports it) for (int i = 2000; i >= 0; --i) { #if defined(POSIX) __asm( "pause" ); __asm( "pause" ); __asm( "pause" ); __asm( "pause" ); #elif defined(IS_WINDOWS_PC) _asm { pause }; _asm { pause }; _asm { pause }; _asm { pause }; #endif } } // Go back to the top of the loop and see if it is time yet. } else { int nSleepMicrosecs = (int) ceilf( clamp( ( m_flMinFrameTime - m_flFrameTime ) * 1000000.f, 1.f, 1000000.f ) ); #ifdef POSIX usleep( nSleepMicrosecs ); #else ThreadSleep( (nSleepMicrosecs + 999) / 1000 ); #endif } } 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_flFrameTime ); #endif // Reset swallowed time... m_flFilteredTime = 0.0f; #ifndef SWDS if ( !sv.IsDedicated() ) { ClientDLL_FrameStageNotify( FRAME_START ); ETWRenderFrameMark( false ); } #endif #ifdef VPROF_ENABLED PostUpdateProfile(); #endif TelemetryTick(); { // profile scope VPROF_BUDGET( "CEngine::Frame", VPROF_BUDGETGROUP_OTHER_UNACCOUNTED ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ ); #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" ); } #endif } // profile scope // Remember old time m_flPreviousTime = m_flCurrentTime; #if defined( VPROF_ENABLED ) && defined( _X360 ) UpdateVXConsoleProfile(); #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; }