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41 lines
1.2 KiB
41 lines
1.2 KiB
/** |
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* @file nthread.h |
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* |
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* Interface of functions for managing game ticks. |
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*/ |
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#pragma once |
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#include "player.h" |
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#include "utils/attributes.h" |
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namespace devilution { |
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extern uint8_t sgbNetUpdateRate; |
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extern size_t gdwMsgLenTbl[MAX_PLRS]; |
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extern uint32_t gdwTurnsInTransit; |
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extern uintptr_t glpMsgTbl[MAX_PLRS]; |
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extern uint32_t gdwLargestMsgSize; |
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extern uint32_t gdwNormalMsgSize; |
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/** @brief the progress as a fraction (see AnimationInfo::baseValueFraction) in time to the next game tick */ |
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extern DVL_API_FOR_TEST uint8_t ProgressToNextGameTick; |
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extern int last_tick; |
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void nthread_terminate_game(const char *pszFcn); |
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uint32_t nthread_send_and_recv_turn(uint32_t curTurn, int turnDelta); |
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bool nthread_recv_turns(bool *pfSendAsync = nullptr); |
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void nthread_set_turn_upper_bit(); |
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void nthread_start(bool setTurnUpperBit); |
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void nthread_cleanup(); |
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void nthread_ignore_mutex(bool bStart); |
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/** |
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* @brief Checks if it's time for the logic to advance |
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* @return True if the engine should tick |
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*/ |
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bool nthread_has_500ms_passed(); |
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/** |
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* @brief Updates the progress in time to the next game tick |
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*/ |
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void nthread_UpdateProgressToNextGameTick(); |
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} // namespace devilution
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