]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
sv_main: Do perf calculations even if we're gonna sleep. Restores old behavior
authorcloudwalk <cloudwalk@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 22 Jul 2020 18:36:01 +0000 (18:36 +0000)
committercloudwalk <cloudwalk@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 22 Jul 2020 18:36:01 +0000 (18:36 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12866 d7cf8633-e32d-0410-b094-e92efae38249

sv_main.c

index ca813104197474f9b8701fc1383d970be6f636a2..05028bd2927134c779193a77e052371d18175219 100644 (file)
--- a/sv_main.c
+++ b/sv_main.c
@@ -4111,16 +4111,6 @@ double SV_Frame(double time)
        qboolean playing;
        char vabuf[1024];
 
-       if((sv_timer += time) < 0)
-               return sv_timer;
-       // limit the frametime steps to no more than 100ms each
-       if (sv_timer > 0.1)
-       {
-               if (!svs.threaded)
-                       svs.perf_acc_lost += (sv_timer - 0.1);
-               sv_timer = 0.1;
-       }
-
        if (!svs.threaded)
        {
                svs.perf_acc_sleeptime = host.sleeptime;
@@ -4153,94 +4143,106 @@ double SV_Frame(double time)
                                        Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
                        svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = host.sleeptime = 0;
                }
+       }
 
-               if (sv.active && sv_timer > 0)
-               {
-                       // execute one or more server frames, with an upper limit on how much
-                       // execution time to spend on server frames to avoid freezing the game if
-                       // the server is overloaded, this execution time limit means the game will
-                       // slow down if the server is taking too long.
-                       int framecount, framelimit = 1;
-                       double advancetime, aborttime = 0;
-                       float offset;
-                       prvm_prog_t *prog = SVVM_prog;
-                       // receive packets on each main loop iteration, as the main loop may
-                       // be undersleeping due to select() detecting a new packet
-                       if (sv.active && !svs.threaded)
-                               NetConn_ServerFrame();
-                       // run the world state
-                       // don't allow simulation to run too fast or too slow or logic glitches can occur
-
-                       // stop running server frames if the wall time reaches this value
-                       if (sys_ticrate.value <= 0)
-                               advancetime = sv_timer;
-                       else
-                       {
-                               advancetime = sys_ticrate.value;
-                               // listen servers can run multiple server frames per client frame
-                               framelimit = cl_maxphysicsframesperserverframe.integer;
-                               aborttime = Sys_DirtyTime() + 0.1;
-                       }
-                       if(host_timescale.value > 0 && host_timescale.value < 1)
-                               advancetime = min(advancetime, 0.1 / host_timescale.value);
-                       else
-                               advancetime = min(advancetime, 0.1);
+       if((sv_timer += time) < 0)
+               return sv_timer;
 
-                       if(advancetime > 0)
-                       {
-                               offset = Sys_DirtyTime() - host.dirtytime;
-                               if (offset < 0 || offset >= 1800)
-                                       offset = 0;
-                               offset += sv_timer;
-                               ++svs.perf_acc_offset_samples;
-                               svs.perf_acc_offset += offset;
-                               svs.perf_acc_offset_squared += offset * offset;
-                               if(svs.perf_acc_offset_max < offset)
-                                       svs.perf_acc_offset_max = offset;
-                       }
+       // limit the frametime steps to no more than 100ms each
+       if (sv_timer > 0.1)
+       {
+               if (!svs.threaded)
+                       svs.perf_acc_lost += (sv_timer - 0.1);
+               sv_timer = 0.1;
+       }
 
-                       // only advance time if not paused
-                       // the game also pauses in singleplayer when menu or console is used
-                       sv.frametime = advancetime * host_timescale.value;
-                       if (host_framerate.value)
-                               sv.frametime = host_framerate.value;
-                       if (sv.paused || host.paused)
-                               sv.frametime = 0;
+       if (sv.active && sv_timer > 0 && !svs.threaded)
+       {
+               // execute one or more server frames, with an upper limit on how much
+               // execution time to spend on server frames to avoid freezing the game if
+               // the server is overloaded, this execution time limit means the game will
+               // slow down if the server is taking too long.
+               int framecount, framelimit = 1;
+               double advancetime, aborttime = 0;
+               float offset;
+               prvm_prog_t *prog = SVVM_prog;
+               // receive packets on each main loop iteration, as the main loop may
+               // be undersleeping due to select() detecting a new packet
+               if (sv.active && !svs.threaded)
+                       NetConn_ServerFrame();
+               // run the world state
+               // don't allow simulation to run too fast or too slow or logic glitches can occur
 
-                       for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
-                       {
-                               sv_timer -= advancetime;
+               // stop running server frames if the wall time reaches this value
+               if (sys_ticrate.value <= 0)
+                       advancetime = sv_timer;
+               else
+               {
+                       advancetime = sys_ticrate.value;
+                       // listen servers can run multiple server frames per client frame
+                       framelimit = cl_maxphysicsframesperserverframe.integer;
+                       aborttime = Sys_DirtyTime() + 0.1;
+               }
+               if(host_timescale.value > 0 && host_timescale.value < 1)
+                       advancetime = min(advancetime, 0.1 / host_timescale.value);
+               else
+                       advancetime = min(advancetime, 0.1);
 
-                               // move things around and think unless paused
-                               if (sv.frametime)
-                                       SV_Physics();
+               if(advancetime > 0)
+               {
+                       offset = Sys_DirtyTime() - host.dirtytime;
+                       if (offset < 0 || offset >= 1800)
+                               offset = 0;
+                       offset += sv_timer;
+                       ++svs.perf_acc_offset_samples;
+                       svs.perf_acc_offset += offset;
+                       svs.perf_acc_offset_squared += offset * offset;
+                       if(svs.perf_acc_offset_max < offset)
+                               svs.perf_acc_offset_max = offset;
+               }
 
-                               // if this server frame took too long, break out of the loop
-                               if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
-                                       break;
-                       }
-                       R_TimeReport("serverphysics");
+               // only advance time if not paused
+               // the game also pauses in singleplayer when menu or console is used
+               sv.frametime = advancetime * host_timescale.value;
+               if (host_framerate.value)
+                       sv.frametime = host_framerate.value;
+               if (sv.paused || host.paused)
+                       sv.frametime = 0;
 
-                       // send all messages to the clients
-                       SV_SendClientMessages();
+               for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+               {
+                       sv_timer -= advancetime;
 
-                       if (sv.paused == 1 && host.realtime > sv.pausedstart && sv.pausedstart > 0) {
-                               prog->globals.fp[OFS_PARM0] = host.realtime - sv.pausedstart;
-                               PRVM_serverglobalfloat(time) = sv.time;
-                               prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
-                       }
+                       // move things around and think unless paused
+                       if (sv.frametime)
+                               SV_Physics();
 
-                       // send an heartbeat if enough time has passed since the last one
-                       NetConn_Heartbeat(0);
-                       R_TimeReport("servernetwork");
+                       // if this server frame took too long, break out of the loop
+                       if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
+                               break;
                }
-               else
-               {
-                       // don't let r_speeds display jump around
-                       R_TimeReport("serverphysics");
-                       R_TimeReport("servernetwork");
+               R_TimeReport("serverphysics");
+
+               // send all messages to the clients
+               SV_SendClientMessages();
+
+               if (sv.paused == 1 && host.realtime > sv.pausedstart && sv.pausedstart > 0) {
+                       prog->globals.fp[OFS_PARM0] = host.realtime - sv.pausedstart;
+                       PRVM_serverglobalfloat(time) = sv.time;
+                       prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
                }
+
+               // send an heartbeat if enough time has passed since the last one
+               NetConn_Heartbeat(0);
+               R_TimeReport("servernetwork");
        }
+       else
+       {
+               // don't let r_speeds display jump around
+               R_TimeReport("serverphysics");
+               R_TimeReport("servernetwork");
+       }
+
        // if there is some time remaining from this frame, reset the timer
        if (sv_timer >= 0)
        {
@@ -4248,6 +4250,7 @@ double SV_Frame(double time)
                        svs.perf_acc_lost += sv_timer;
                sv_timer = 0;
        }
+
        return sv_timer;
 }