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FYI: Input event models (John Carmack's .plan)



I think every game developer should occasionally take a look at John
Carmack's [id software's wunderkind] .plan file.

As most of you probably know, his .plan file (and many others) are
available on the web at:

    http://finger.planetquake.com/

John Carmack's (johnc@idsoftware.com) is:
    http://finger.planetquake.com/plan.asp?userid=johnc

Anyway, I think his latest missive, included below, makes some excellent 
points about the design of portable input event interfaces for games.

Charles Durst          .------------------------------------------------.
=======================|  cdurst@world.std.com                          |==
                       |  http://www.tiac.net/users/cdurst/cdurst.html  |
                       `------------------------------------------------'
 10/14/98
 --------

 It has been difficult to write .plan updates lately.  Every time I start 
 writing something, I realize that I'm not going to be able to cover it 
 satisfactorily in the time I can spend on it.  I have found that terse 
 little comments either get misinterpreted, or I get deluged by email 
 from people wanting me to expand upon it.

 I wanted to do a .plan about my evolving thoughts on code quality 
 and lessons learned through quake and quake 2, but in the interest 
 of actually completing an update, I decided to focus on one change 
 that was intended to just clean things up, but had a surprising 
 number of positive side effects.

 Since DOOM, our games have been defined with portability in mind.  
 Porting to a new platform involves having a way to display output, 
 and having the platform tell you about the various relevant inputs.  
 There are four principle inputs to a game:  keystrokes, mouse moves, 
 network packets, and time.  (If you don't consider time an input 
 value, think about it until you do -- it is an important concept)

 These inputs were taken in separate places, as seemed logical at the 
 time.  A function named  Sys_SendKeyEvents() was called once a 
 frame that would rummage through whatever it needed to on a 
 system level, and call back into game functions like Key_Event( key, 
 down ) and IN_MouseMoved( dx, dy ).  The network system 
 dropped into system specific code to check for the arrival of packets.  
 Calls to Sys_Milliseconds() were littered all over the code for 
 various reasons.

 I felt that I had slipped a bit on the portability front with Q2 because 
 I had been developing natively on windows NT instead of cross 
 developing from NEXTSTEP, so I was reevaluating all of the system 
 interfaces for Q3.

 I settled on combining all forms of input into a single system event 
 queue, similar to the windows message queue.  My original intention 
 was to just rigorously define where certain functions were called and 
 cut down the number of required system entry points, but it turned 
 out to have much stronger benefits.

 With all events coming through one point (The return values from 
 system calls, including the filesystem contents, are "hidden" inputs 
 that I make no attempt at capturing, ), it was easy to set up a 
 journalling system that recorded everything the game received.  This 
 is very different than demo recording, which just simulates a network 
 level connection and lets time move at its own rate.  Realtime 
 applications have a number of unique development difficulties 
 because of the interaction of time with inputs and outputs.  

 Transient flaw debugging.  If a bug can be reproduced, it can be 
 fixed.  The nasty bugs are the ones that only happen every once in a 
 while after playing randomly, like occasionally getting stuck on a 
 corner. Often when you break in and investigate it, you find that 
 something important happened the frame before the event, and you 
 have no way of backing up.  Even worse are realtime smoothness 
 issues -- was that jerk of his arm a bad animation frame, a network 
 interpolation error, or my imagination?

 Accurate profiling.  Using an intrusive profiler on Q2 doesn't give 
 accurate results because of the realtime nature of the simulation.  If 
 the program is running half as fast as normal due to the 
 instrumentation, it has to do twice as much server simulation as it 
 would if it wasn't instrumented, which also goes slower, which 
 compounds the problem.  Aggressive instrumentation can slow it 
 down to the point of being completely unplayable.

 Realistic bounds checker runs.  Bounds checker is a great tool, but 
 you just can't interact with a game built for final checking, its just 
 waaaaay too slow.  You can let a demo loop play back overnight, but 
 that doesn't exercise any of the server or networking code.

 The key point: Journaling of time along with other inputs turns a 
 realtime application into a batch process, with all the attendant 
 benefits for quality control and debugging.  These problems, and 
 many more, just go away.  With a full input trace, you can accurately 
 restart the session and play back to any point (conditional 
 breakpoint on a frame number), or let a session play back at an 
 arbitrarily degraded speed, but cover exactly the same code paths..

 I'm sure lots of people realize that immediately, but it only truly sunk 
 in for me recently.  In thinking back over the years, I can see myself 
 feeling around the problem, implementing partial journaling of 
 network packets, and included the "fixedtime" cvar to eliminate most 
 timing reproducibility issues, but I never hit on the proper global 
 solution.  I had always associated journaling with turning an 
 interactive application into a batch application, but I never 
 considered the small modification necessary to make it applicable to 
 a realtime application.

 In fact, I was probably blinded to the obvious because of one of my 
 very first successes:  one of  the important technical achievements 
 of Commander Keen 1 was that, unlike most games of the day, it 
 adapted its play rate based on the frame speed (remember all those 
 old games that got unplayable when you got a faster computer?).  I 
 had just resigned myself to the non-deterministic timing of frames 
 that resulted from adaptive simulation rates, and that probably 
 influenced my perspective on it all the way until this project. 

 Its nice to see a problem clearly in its entirety for the first time, and 
 know exactly how to address it.