rnd-20010715-1-src
[rocksndiamonds.git] / src / game.c
index 3db4e1bc77d9d44717e3c7e1b913be7b625fbe07..37608e5d5152f84946ad85f2d1c5e92a344d5606 100644 (file)
@@ -4292,6 +4292,51 @@ static void PlayerActions(struct PlayerInfo *player, byte player_action)
   }
 }
 
+static void sleep_milliseconds_x(unsigned long milliseconds_delay)
+{
+  boolean do_busy_waiting = (milliseconds_delay < 5 ? TRUE : FALSE);
+
+#if defined(PLATFORM_MSDOS)
+  /* don't use select() to perform waiting operations under DOS/Windows
+     environment; always use a busy loop for waiting instead */
+  do_busy_waiting = TRUE;
+#endif
+
+
+
+  do_busy_waiting = TRUE;
+
+
+
+  if (do_busy_waiting)
+  {
+    /* we want to wait only a few ms -- if we assume that we have a
+       kernel timer resolution of 10 ms, we would wait far to long;
+       therefore it's better to do a short interval of busy waiting
+       to get our sleeping time more accurate */
+
+    unsigned long base_counter = Counter(), actual_counter = Counter();
+
+    while (actual_counter < base_counter + milliseconds_delay &&
+          actual_counter >= base_counter)
+      actual_counter = Counter();
+  }
+  else
+  {
+#if defined(TARGET_SDL)
+    SDL_Delay(milliseconds_delay);
+#else
+    struct timeval delay;
+
+    delay.tv_sec  = milliseconds_delay / 1000;
+    delay.tv_usec = 1000 * (milliseconds_delay % 1000);
+
+    if (select(0, NULL, NULL, NULL, &delay) != 0)
+      Error(ERR_WARN, "sleep_milliseconds(): select() failed");
+#endif
+  }
+}
+
 void GameActions()
 {
   static unsigned long action_delay = 0;
@@ -4309,7 +4354,45 @@ void GameActions()
 
   /* ---------- main game synchronization point ---------- */
 
-  WaitUntilDelayReached(&action_delay, action_delay_value);
+
+
+#if 1
+    WaitUntilDelayReached(&action_delay, action_delay_value);
+#else
+  {
+    unsigned long count1 = SDL_GetTicks(), count2, current_ms, test;
+
+    /*
+    WaitUntilDelayReached(&action_delay, action_delay_value);
+    */
+
+    /*
+    SDL_Delay(20);
+    */
+
+    /*
+    sleep_milliseconds_x(20);
+    */
+
+    current_ms = SDL_GetTicks();
+    test = -1;
+    while (current_ms < count1 + 20)
+    {
+      current_ms = SDL_GetTicks();             /* busy wait! */
+
+      if (test != current_ms)
+      {
+       Error(ERR_RETURN, "current_ms == %ld", current_ms);
+       test = current_ms;
+      }
+    }
+
+    count2 = SDL_GetTicks();
+    Error(ERR_RETURN, "delay == %ld", count2 - count1);
+  }
+#endif
+
+
 
   if (network_playing && !network_player_action_received)
   {