Provide an Empire clock with ETU resolution that is properly

synchronized to updates (the one based on s_p_etu isn't synchronized):
(gamestr): New members game_turn, game_tick, game_rt.
(game_ca): New selectors for them.  Restrict tick and rt to deity for
now.  We'd need xdump update the Empire clock to make them safe for
players.
(game_record_update): New.
(update_main): Call it.
(game_tick_tick, game_tick_to_now, game_step_a_tick): New, not yet
used.
This commit is contained in:
Markus Armbruster 2007-07-14 15:58:37 +00:00
parent 654335c621
commit dd2daaaab3
4 changed files with 157 additions and 0 deletions

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@ -34,13 +34,27 @@
#ifndef GAME_H #ifndef GAME_H
#define GAME_H #define GAME_H
#include <time.h>
struct gamestr { struct gamestr {
/* initial part must match struct empobj */ /* initial part must match struct empobj */
short ef_type; short ef_type;
/* end of part matching struct empobj */ /* end of part matching struct empobj */
/*
* The Empire clock.
* Access it through game_tick_tick(), or else it'll be late.
*/
short game_turn; /* turn number */
short game_tick; /* elapsed etus in this turn */
time_t game_rt; /* when game_tick last ticked */
}; };
#define putgame() ef_write(EF_GAME, 0, ef_ptr(EF_GAME, 0)) #define putgame() ef_write(EF_GAME, 0, ef_ptr(EF_GAME, 0))
#define getgamep() ((struct gamestr *)ef_ptr(EF_GAME, 0)) #define getgamep() ((struct gamestr *)ef_ptr(EF_GAME, 0))
extern void game_record_update(time_t);
extern struct gamestr *game_tick_tick(void);
extern int game_tick_to_now(short *);
extern int game_step_a_tick(struct gamestr *, short *);
#endif #endif

137
src/lib/common/game.c Normal file
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@ -0,0 +1,137 @@
/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* game.c: Game file access
*
* Known contributors to this file:
* Markus Armbruster, 2007
*/
/*
* On Empire Time:
*
* A turn is terminated by an update and consists of etu_per_update
* ETUs. The Empire clock counts turns and ETUs. When updates move
* around in real time (schedule change, downtime, etc.), the Empire
* clock automatically adapts the length of an ETU in seconds
* accordingly.
*/
#include <config.h>
#include <math.h>
#include "file.h"
#include "game.h"
#include "optlist.h"
#include "prototypes.h"
#include "server.h"
/*
* Record an update in the game file, the current time is NOW.
*/
void
game_record_update(time_t now)
{
struct gamestr *game = getgamep();
game->game_turn++;
game->game_tick = 0;
game->game_rt = now;
putgame();
}
/*
* Return current duration of an ETU in seconds.
* Note: may return HUGE_VAL when the Empire clock is not ticking.
*/
static double
secs_per_etu(struct gamestr *game)
{
double secs;
if (!update_time[0])
return HUGE_VAL; /* no update scheduled */
secs = update_time[0] - game->game_rt;
if (secs < 0)
return HUGE_VAL; /* update seems to be late */
return secs / (etu_per_update - game->game_tick);
}
/*
* Update the Empire clock according to the current real time.
* Return the game struct.
*/
struct gamestr *
game_tick_tick(void)
{
struct gamestr *game = getgamep();
double dsecs, s_p_etu;
int detu;
dsecs = time(NULL) - game->game_rt;
if (CANT_HAPPEN(dsecs < 0))
dsecs = 0;
s_p_etu = secs_per_etu(game);
detu = (int)(dsecs / s_p_etu);
if (detu > 0) {
if (CANT_HAPPEN(game->game_tick + detu > etu_per_update))
detu = etu_per_update - game->game_tick;
game->game_tick += detu;
game->game_rt += detu * s_p_etu;
putgame();
}
return game;
}
/*
* Set ETU timestamp *TICK to the current ETU time.
* Return by how many ETUs it was increased.
*/
int
game_tick_to_now(short *tick)
{
return game_step_a_tick(game_tick_tick(), tick);
}
/*
* Set ETU timestamp *TICK to the ETU time recorded in the game struct.
* The Empire clock is not updated.
* Return by how many ETUs it was increased.
*/
int
game_step_a_tick(struct gamestr *game, short *tick)
{
int d;
d = game->game_tick - *tick;
if (CANT_HAPPEN(d < 0))
d = 0;
*tick = game->game_tick;
return d;
}

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@ -545,6 +545,10 @@ struct castr realm_ca[] = {
}; };
struct castr game_ca[] = { struct castr game_ca[] = {
{NSC_SHORT, 0, 0, offsetof(struct gamestr, game_turn), "turn", EF_BAD},
{NSC_SHORT, NSC_DEITY, 0, offsetof(struct gamestr, game_tick), "tick",
EF_BAD},
{NSC_TIME, NSC_DEITY, 0, offsetof(struct gamestr, game_rt), "rt", EF_BAD},
{NSC_NOTYPE, 0, 0, 0, NULL, EF_BAD} {NSC_NOTYPE, 0, 0, 0, NULL, EF_BAD}
}; };

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@ -37,6 +37,7 @@
#include "budg.h" #include "budg.h"
#include "empthread.h" #include "empthread.h"
#include "game.h"
#include "journal.h" #include "journal.h"
#include "player.h" #include "player.h"
#include "server.h" #include "server.h"
@ -61,6 +62,7 @@ update_main(void)
struct natstr *np; struct natstr *np;
logerror("production update (%d etus)", etu); logerror("production update (%d etus)", etu);
game_record_update(time(NULL));
journal_update(etu); journal_update(etu);
/* First, make sure all mobility is updated correctly. */ /* First, make sure all mobility is updated correctly. */