dxx-rebirth/common
derhass 8e43a845b3 handle multiplayer network packets during SYNC_GL_FENCE_SLEEP wait loop
This mirrors the logic from calc_frame_time(). When VSync is enabled,
waiting for the previous frame to complete might induce long wait periods,
up to the complete frame time, so we should also handle multiplayer there.

For the other sync modes, the GL calls will simply block, so we can't do
anything about that (except going multithreaded, but that's a totally
different can of worms). Note that even without sync, the SwapBuffers()
call in gr_flip() may also block if VSync is on (and enough frames are
queued up), so the issue is not the GL sync code itself.

SYNC_GL_FENCE_SLEEP is now probably the nicest mode for multiplayer
with VSsync, as it is the only one which has the potential to continue
handling multiplayer packets during the wait for VBlank time.
2018-04-22 18:14:34 +02:00
..
2d Remove build_colormap_good parameter used 2018-03-08 04:21:18 +00:00
3d Simplify calc_rod_corners loops 2017-08-26 19:47:51 +00:00
arch handle multiplayer network packets during SYNC_GL_FENCE_SLEEP wait loop 2018-04-22 18:14:34 +02:00
editor Simplify calls to gr_set_default_canvas 2017-11-05 20:49:08 +00:00
include Pass vms_matrix &to vms_matrix_from_quaternion 2018-03-31 21:53:01 +00:00
main Add support for shuffling powerups in anarchy games 2018-04-12 04:19:35 +00:00
maths Pass vms_matrix &to vms_matrix_from_quaternion 2018-03-31 21:53:01 +00:00
mem Use array<> for memdebug data 2016-10-29 23:16:15 +00:00
misc Simplify reporting fatal errors 2017-08-11 23:43:52 +00:00
texmap Move various SDL-only texture mapping functions to !DXX_USE_OGL 2017-11-01 02:01:21 +00:00
ui Convert various gr_set_current_canvas calls to reference form 2017-11-05 20:49:08 +00:00