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Codechange: remove _realtime_tick variable
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@ -45,8 +45,6 @@ int _debug_console_level;
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int _debug_random_level;
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#endif
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uint32 _realtime_tick = 0;
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struct DebugLevel {
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const char *name;
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int *level;
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@ -121,7 +121,4 @@ void CDECL ShowInfoF(const char *str, ...) WARN_FORMAT(1, 2);
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const char *GetLogPrefix();
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/** The real time in the game. */
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extern uint32 _realtime_tick;
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#endif /* DEBUG_H */
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@ -20,17 +20,6 @@ bool VideoDriver::Tick()
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{
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auto cur_ticks = std::chrono::steady_clock::now();
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/* If more than a millisecond has passed, increase the _realtime_tick. */
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if (cur_ticks - this->last_realtime_tick > std::chrono::milliseconds(1)) {
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auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - this->last_realtime_tick);
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_realtime_tick += delta.count();
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this->last_realtime_tick += delta;
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/* Keep the interactive randomizer a bit more random by requesting
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* new values when-ever we can. */
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InteractiveRandom();
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}
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if (cur_ticks >= this->next_game_tick || (_fast_forward && !_pause_mode)) {
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if (_fast_forward && !_pause_mode) {
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this->next_game_tick = cur_ticks + this->GetGameInterval();
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@ -60,6 +49,10 @@ bool VideoDriver::Tick()
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/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
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if (this->next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = cur_ticks;
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/* Keep the interactive randomizer a bit more random by requesting
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* new values when-ever we can. */
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InteractiveRandom();
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while (this->PollEvent()) {}
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this->InputLoop();
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::InputLoop();
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@ -276,7 +276,6 @@ protected:
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return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
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}
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std::chrono::steady_clock::time_point last_realtime_tick;
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std::chrono::steady_clock::time_point next_game_tick;
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std::chrono::steady_clock::time_point next_draw_tick;
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};
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