Rerecording: Wind back the frame counter in the status bar when a save state is loaded. Issues: The frame updates do currently not occur as often as the input updates. The input updates occur more frequently, perhaps closer to 60 times per real seconds.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2274 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -91,11 +91,17 @@ s64 Timer::GetTimeDifference(void)
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return(timeGetTime() - m_LastTime);
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return(timeGetTime() - m_LastTime);
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}
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}
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// Add the time difference since the last Update() to the starting time
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/* Add the time difference since the last Update() to the starting time. This is used to compensate
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for a paused game. */
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void Timer::AddTimeDifference()
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void Timer::AddTimeDifference()
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{
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{
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m_StartTime += GetTimeDifference();
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m_StartTime += GetTimeDifference();
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}
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}
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// Wind back the starting time to a custom time
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void Timer::WindBackStartingTime(u64 WindBack)
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{
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m_StartTime += WindBack;
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}
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// Get the time elapsed since the Start()
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// Get the time elapsed since the Start()
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u64 Timer::GetTimeElapsed(void)
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u64 Timer::GetTimeElapsed(void)
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@ -36,6 +36,7 @@ class Timer
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// The time difference is always returned in milliseconds, regardless of alternative internal representation
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// The time difference is always returned in milliseconds, regardless of alternative internal representation
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s64 GetTimeDifference(void);
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s64 GetTimeDifference(void);
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void AddTimeDifference();
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void AddTimeDifference();
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void WindBackStartingTime(u64 WindBack);
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static void IncreaseResolution();
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static void IncreaseResolution();
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static void RestoreResolution();
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static void RestoreResolution();
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@ -44,7 +45,7 @@ class Timer
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static std::string GetTimeFormatted();
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static std::string GetTimeFormatted();
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std::string GetTimeElapsedFormatted();
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std::string GetTimeElapsedFormatted();
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u64 Timer::GetTimeElapsed();
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u64 GetTimeElapsed();
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public:
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public:
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@ -80,6 +80,7 @@ namespace Core
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void WriteStatus();
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void WriteStatus();
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void RerecordingStart();
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void RerecordingStart();
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void RerecordingStop();
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void RerecordingStop();
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void WindBack(int Counter);
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extern int g_FrameCounter;
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extern int g_FrameCounter;
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extern bool g_FrameStep;
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extern bool g_FrameStep;
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#endif
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#endif
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@ -125,6 +125,40 @@ void RerecordingStop()
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// Update status bar
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// Update status bar
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WriteStatus();
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WriteStatus();
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}
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}
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/* Wind back the frame counter when a save state is loaded. Currently we don't know what that means in
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time so we just guess that the time is proportional the the number of frames
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Todo: There are many assumptions here: We probably want to replace the time here by the actual time
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that we save together with the save state or the input recording for example. And have it adjusted
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for full speed playback (whether it's 30 fps or 60 fps or some other speed that the game is natively
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capped at). Also the input interrupts do not occur as often as the frame renderings, they occur more
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often. So we may want to move the input recording to fram updates, or perhaps sync the input interrupts
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to frame updates.
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*/
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void WindBack(int Counter)
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{
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/* Counter should be smaller than g_FrameCounter, however it currently updates faster than the
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frames so currently it may not be the same. Therefore I use the abs() function. */
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int AbsoluteFrameDifference = abs(g_FrameCounter - Counter);
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float FractionalFrameDifference = (float) AbsoluteFrameDifference / (float) g_FrameCounter;
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// Update the frame counter
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g_FrameCounter = Counter;
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// Approximate a time to wind back the clock to
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// Get the current time
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u64 CurrentTimeMs = ReRecTimer.GetTimeElapsed();
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// Save the current time in seconds in a new double
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double CurrentTimeSeconds = (double) (CurrentTimeMs / 1000);
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// Reduce it by the same proportion as the counter was wound back
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CurrentTimeSeconds = CurrentTimeSeconds * FractionalFrameDifference;
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// Update the clock
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ReRecTimer.WindBackStartingTime((u64)CurrentTimeSeconds * 1000);
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// Logging
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Console::Print("WindBack: %i %u\n", Counter, (u64)CurrentTimeSeconds);
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}
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////////////////////////////////////////
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////////////////////////////////////////
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@ -191,6 +225,9 @@ void FrameUpdate()
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{
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{
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// Write to the status bar
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// Write to the status bar
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WriteStatus();
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WriteStatus();
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/* I don't think the frequent update has any material speed inpact at all, but should it
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have you can controls the update speed by changing the "% 10" in this line */
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//if (g_FrameCounter % 10 == 0) WriteStatus();
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// Pause if frame stepping is on
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// Pause if frame stepping is on
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if(g_FrameStep)
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if(g_FrameStep)
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@ -193,6 +193,14 @@ int abc = 0;
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//Console::Print("WIIMOTE_RECONNECT\n");
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//Console::Print("WIIMOTE_RECONNECT\n");
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Core::ReconnectWiimote();
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Core::ReconnectWiimote();
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return 0;
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return 0;
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#ifdef RERECORDING
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case INPUT_FRAME_COUNTER:
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// Wind back the frame counter after a save state has been loaded
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Core::WindBack((int)lParam);
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return 0;
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#endif
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}
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}
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break;
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break;
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//default:
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//default:
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@ -27,7 +27,8 @@ enum PLUGIN_COMM
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OPENGL_WM_USER_STOP = 10,
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OPENGL_WM_USER_STOP = 10,
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OPENGL_WM_USER_CREATE,
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OPENGL_WM_USER_CREATE,
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NJOY_RELOAD, // Reload nJoy if DirectInput has failed
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NJOY_RELOAD, // Reload nJoy if DirectInput has failed
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WIIMOTE_RECONNECT // Reconnect the Wiimote if it has disconnected
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WIIMOTE_RECONNECT, // Reconnect the Wiimote if it has disconnected
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INPUT_FRAME_COUNTER // Wind back the frame counter for rerecording
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};
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};
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///////////////////////////////
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///////////////////////////////
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@ -686,9 +686,22 @@ void Initialize(void *init)
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void DoState(unsigned char **ptr, int mode)
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void DoState(unsigned char **ptr, int mode)
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{
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{
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#ifdef RERECORDING
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// Load or save the counter
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// Load or save the counter
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PointerWrap p(ptr, mode);
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PointerWrap p(ptr, mode);
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p.Do(count);
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p.Do(count);
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//Console::Print("count: %i\n", count);
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// Update the frame counter for the sake of the status bar
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if (mode == PointerWrap::MODE_READ)
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{
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#ifdef _WIN32
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// This only works when rendering to the main window, I think
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PostMessage(GetParent(g_PADInitialize.hWnd), WM_USER, INPUT_FRAME_COUNTER, count);
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#endif
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}
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#endif
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}
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}
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void Shutdown()
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void Shutdown()
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