cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
// LordHavoc: framerate upper cap
cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
+cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&cl_maxfps);
+ Cvar_RegisterVariable (&cl_maxidlefps);
Cvar_RegisterVariable (&developer);
Cvar_RegisterVariable (&developer_entityparsing);
void SV_DropClient(qboolean crash)
{
int i;
- Con_Printf("Client \"%s^%i\" dropped\n", host_client->name, STRING_COLOR_DEFAULT);
+ Con_Printf("Client \"%s\" dropped\n", host_client->name);
// make sure edict is not corrupt (from a level change for example)
host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
}
}
+/*
+==================
+Host_TimeReport
+
+Returns a time report string, for example for
+==================
+*/
+const char *Host_TimingReport()
+{
+ return va("%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000);
+}
+
/*
==================
Host_Frame
double cl_timer, sv_timer;
double clframetime, deltarealtime, oldrealtime;
double wait;
- int pass1, pass2, pass3;
+ int pass1, pass2, pass3, i;
Host_Init();
cl_timer += deltarealtime;
sv_timer += deltarealtime;
+ svs.perf_acc_realtime += deltarealtime;
+
+ // Look for clients who have spawned
+ for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
+ if(host_client->spawned)
+ if(host_client->netconnection)
+ break;
+ if(i == svs.maxclients)
+ {
+ // Nobody is looking? Then we won't do timing...
+ // Instead, reset it to zero
+ 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 = 0;
+ }
+ else if(svs.perf_acc_realtime > 5)
+ {
+ svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
+ svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
+ if(svs.perf_acc_offset_samples > 0)
+ {
+ svs.perf_offset_max = svs.perf_acc_offset_max;
+ svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
+ svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
+ }
+ if(svs.perf_lost > 0)
+ Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
+ 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 = 0;
+ }
+
if (slowmo.value < 0)
Cvar_SetValue("slowmo", 0);
if (host_framerate.value < 0.00001 && host_framerate.value != 0)
NetConn_UpdateSockets();
+ Log_DestBuffer_Flush();
+
// receive packets on each main loop iteration, as the main loop may
// be undersleeping due to select() detecting a new packet
if (sv.active)
wait = max(cl_timer, sv_timer) * -1000000.0;
if (wait > 100000)
wait = 100000;
+
if (!cls.timedemo && wait > 0)
{
+ double time0 = Sys_DoubleTime();
if (sv_checkforpacketsduringsleep.integer)
{
if (wait >= 1)
if (wait >= 1000)
Sys_Sleep((int)wait / 1000);
}
+ svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
continue;
}
if (cl_timer > 0.1)
cl_timer = 0.1;
if (sv_timer > 0.1)
+ {
+ svs.perf_acc_lost += (sv_timer - 0.1);
sv_timer = 0.1;
+ }
if (sv.active && sv_timer > 0)
{
// slow down if the server is taking too long.
int framecount, framelimit = 1;
double advancetime, aborttime = 0;
+ float offset;
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
}
advancetime = min(advancetime, 0.1);
+ if(advancetime > 0)
+ {
+ offset = sv_timer + (Sys_DoubleTime() - realtime);
+ ++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;
+ }
+
// only advance time if not paused
// the game also pauses in singleplayer when menu or console is used
sv.frametime = advancetime * slowmo.value;
else if (vid_activewindow)
clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
else
- clframetime = cl.realframetime = 0.1;
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
// apply slowmo scaling
clframetime *= cl.movevars_timescale;
if (cl_timer >= 0)
cl_timer = 0;
if (sv_timer >= 0)
+ {
+ svs.perf_acc_lost += sv_timer;
sv_timer = 0;
+ }
host_framecount++;
}