static void* RunEngine(void* data) { debug_SetThreadName("engine_thread"); // Set new main thread so that all the thread-safety checks pass ThreadUtil::SetMainThread(); g_Profiler2.RegisterCurrentThread("atlasmain"); const CmdLineArgs args = *reinterpret_cast<const CmdLineArgs*>(data); MessagePasserImpl* msgPasser = (MessagePasserImpl*)AtlasMessage::g_MessagePasser; // Register all the handlers for message which might be passed back RegisterHandlers(); // Override ah_display_error to pass all errors to the Atlas UI // TODO: this doesn't work well because it doesn't pause the game thread // and the error box is ugly, so only use it if we fix those issues // (use INIT_HAVE_DISPLAY_ERROR init flag to test this) AppHooks hooks = {0}; hooks.display_error = AtlasDisplayError; app_hooks_update(&hooks); // Disable the game's cursor rendering extern CStrW g_CursorName; g_CursorName = L""; state.args = args; state.running = true; state.view = AtlasView::GetView_None(); state.glCanvas = NULL; double last_activity = timer_Time(); while (state.running) { bool recent_activity = false; ////////////////////////////////////////////////////////////////////////// // (TODO: Work out why these things have to be in this order (to avoid // jumps when starting to move, etc)) // Calculate frame length { const double time = timer_Time(); static double last_time = time; const double realFrameLength = time-last_time; last_time = time; ENSURE(realFrameLength >= 0.0); // TODO: filter out big jumps, e.g. when having done a lot of slow // processing in the last frame state.realFrameLength = realFrameLength; } // Process the input that was received in the past if (g_Input.ProcessInput(&state)) recent_activity = true; ////////////////////////////////////////////////////////////////////////// { IMessage* msg; while ((msg = msgPasser->Retrieve()) != NULL) { recent_activity = true; std::string name (msg->GetName()); msgHandlers::const_iterator it = GetMsgHandlers().find(name); if (it != GetMsgHandlers().end()) { it->second(msg); } else { debug_warn(L"Unrecognised message"); // CLogger might not be initialised, but this error will be sent // to the debug output window anyway so people can still see it LOGERROR("Unrecognised message (%s)", name.c_str()); } if (msg->GetType() == IMessage::Query) { // For queries, we need to notify MessagePasserImpl::Query // that the query has now been processed. sem_post((sem_t*) static_cast<QueryMessage*>(msg)->m_Semaphore); // (msg may have been destructed at this point, so don't use it again) // It's quite possible that the querier is going to do a tiny // bit of processing on the query results and then issue another // query, and repeat lots of times in a loop. To avoid slowing // that down by rendering between every query, make this // thread yield now. SDL_Delay(0); } else { // For non-queries, we need to delete the object, since we // took ownership of it. AtlasMessage::ShareableDelete(msg); } } } // Exit, if desired if (! state.running) break; ////////////////////////////////////////////////////////////////////////// // Do per-frame processing: ReloadChangedFiles(); RendererIncrementalLoad(); // Pump SDL events (e.g. hotkeys) SDL_Event_ ev; while (in_poll_event(&ev)) in_dispatch_event(&ev); if (g_GUI) g_GUI->TickObjects(); state.view->Update(state.realFrameLength); state.view->Render(); if (CProfileManager::IsInitialised()) g_Profiler.Frame(); double time = timer_Time(); if (recent_activity) last_activity = time; // Be nice to the processor (by sleeping lots) if we're not doing anything // useful, and nice to the user (by just yielding to other threads) if we are bool yield = (time - last_activity > 0.5); // But make sure we aren't doing anything interesting right now, where // the user wants to see the screen updating even though they're not // interacting with it if (state.view->WantsHighFramerate()) yield = false; if (yield) // if there was no recent activity... { double sleepUntil = time + 0.5; // only redraw at 2fps while (time < sleepUntil) { // To minimise latency when the user starts doing stuff, only // sleep for a short while, then check if anything's happened, // then go back to sleep // (TODO: This should probably be done with something like semaphores) Atlas_NotifyEndOfFrame(); // (TODO: rename to NotifyEndOfQuiteShortProcessingPeriodSoPleaseSendMeNewMessages or something) SDL_Delay(50); if (!msgPasser->IsEmpty()) break; time = timer_Time(); } } else { Atlas_NotifyEndOfFrame(); SDL_Delay(0); } } return NULL; }