X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=sv_main.c;h=5b7c4989eac9f0d1da1d8d4c239527da188228fb;hb=bec8e6d8924179fac3cee47e2b75af45b3ead521;hp=16fd612b9af1fa942b8bec6658ed556ce8daaba7;hpb=55899b435a18d54587bb043a7217f1e6ac76a9bd;p=xonotic%2Fdarkplaces.git diff --git a/sv_main.c b/sv_main.c index 16fd612b..5b7c4989 100644 --- a/sv_main.c +++ b/sv_main.c @@ -160,10 +160,15 @@ cvar_t sv_warsowbunny_turnaccel = {CF_SERVER, "sv_warsowbunny_turnaccel", "0", " cvar_t sv_warsowbunny_backtosideratio = {CF_SERVER, "sv_warsowbunny_backtosideratio", "0.8", "lower values make it easier to change direction without losing speed; the drawback is \"understeering\" in sharp turns"}; cvar_t sv_onlycsqcnetworking = {CF_SERVER, "sv_onlycsqcnetworking", "0", "disables legacy entity networking code for higher performance (except on clients, which can still be legacy)"}; cvar_t sv_areadebug = {CF_SERVER, "sv_areadebug", "0", "disables physics culling for debugging purposes (only for development)"}; + cvar_t sys_ticrate = {CF_SERVER | CF_ARCHIVE, "sys_ticrate","0.0138889", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics"}; +cvar_t sv_maxphysicsframesperserverframe = {CF_SERVER, "sv_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"}; +cvar_t sv_lagreporting_always = {CF_SERVER, "sv_lagreporting_always", "0", "report lag even in singleplayer, listen, or an empty dedicated server"}; +cvar_t sv_lagreporting_strict = {CF_SERVER, "sv_lagreporting_strict", "0", "log any extra frames run to catch up after a holdup (only applies when sv_maxphysicsframesperserverframe > 1)"}; +cvar_t sv_threaded = {CF_SERVER, "sv_threaded", "0", "enables a separate thread for server code, improving performance, especially when hosting a game while playing, EXPERIMENTAL, may be crashy"}; + cvar_t teamplay = {CF_SERVER | CF_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"}; cvar_t timelimit = {CF_SERVER | CF_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"}; -cvar_t sv_threaded = {CF_SERVER, "sv_threaded", "0", "enables a separate thread for server code, improving performance, especially when hosting a game while playing, EXPERIMENTAL, may be crashy"}; cvar_t sv_rollspeed = {CF_CLIENT, "sv_rollspeed", "200", "how much strafing is necessary to tilt the view"}; cvar_t sv_rollangle = {CF_CLIENT, "sv_rollangle", "2.0", "how much to tilt the view when strafing"}; @@ -452,7 +457,6 @@ static void SV_ServerOptions (void) i = Sys_CheckParm ("-dedicated"); if (i || !cl_available) { - cls.state = ca_dedicated; // check for -dedicated specifying how many players if (i && i + 1 < sys.argc && atoi (sys.argv[i+1]) >= 1) svs.maxclients = atoi (sys.argv[i+1]); @@ -641,10 +645,15 @@ void SV_Init (void) Cvar_RegisterVariable (&sv_warsowbunny_backtosideratio); Cvar_RegisterVariable (&sv_onlycsqcnetworking); Cvar_RegisterVariable (&sv_areadebug); + Cvar_RegisterVariable (&sys_ticrate); + Cvar_RegisterVariable (&sv_maxphysicsframesperserverframe); + Cvar_RegisterVariable (&sv_lagreporting_always); + Cvar_RegisterVariable (&sv_lagreporting_strict); + Cvar_RegisterVariable (&sv_threaded); + Cvar_RegisterVariable (&teamplay); Cvar_RegisterVariable (&timelimit); - Cvar_RegisterVariable (&sv_threaded); Cvar_RegisterVariable (&sv_rollangle); Cvar_RegisterVariable (&sv_rollspeed); @@ -1890,6 +1899,10 @@ void SV_SpawnServer (const char *map) // set up the new server // memset (&sv, 0, sizeof(sv)); + + // tell SV_Frame() to reset its timers + sv.spawnframe = host.framecount; + // if running a local client, make sure it doesn't try to access the last // level's data which is no longer valiud cls.signon = 0; @@ -2503,55 +2516,61 @@ Returns a time report string, for example for */ const char *SV_TimingReport(char *buf, size_t buflen) { - return va(buf, buflen, "%.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); + return va(buf, buflen, "%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", sv.perf_cpuload * 100, sv.perf_lost * 100, sv.perf_offset_avg * 1000, sv.perf_offset_max * 1000, sv.perf_offset_sdev * 1000); } extern cvar_t host_maxwait; extern cvar_t host_framerate; -extern cvar_t cl_maxphysicsframesperserverframe; double SV_Frame(double time) { static double sv_timer; int i; char vabuf[1024]; - qbool playing = false; + qbool reporting = false; + + // reset timer after level change + if (host.framecount == sv.spawnframe || host.framecount == sv.spawnframe + 1) + sv_timer = time = host.sleeptime = 0; if (!svs.threaded) { - svs.perf_acc_sleeptime = host.sleeptime; - svs.perf_acc_realtime += time; + sv.perf_acc_sleeptime += host.sleeptime; + sv.perf_acc_realtime += time; - // Look for clients who have spawned - for (i = 0, host_client = svs.clients; i < svs.maxclients; i++, host_client++) - if(host_client->begun && host_client->netconnection) - playing = true; + if (sv_lagreporting_always.integer) + reporting = true; + else if (cls.state == ca_dedicated) + { + // Report lag if there's players, so they know it wasn't the network or their machine + for (i = 0; i < svs.maxclients; ++i) + { + if (svs.clients[i].begun && svs.clients[i].netconnection) + { + reporting = true; + break; + } + } + } - if(svs.perf_acc_realtime > 5) + if(sv.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; + sv.perf_cpuload = 1 - sv.perf_acc_sleeptime / sv.perf_acc_realtime; + sv.perf_lost = sv.perf_acc_lost / sv.perf_acc_realtime; - if(svs.perf_acc_offset_samples > 0) + if(sv.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); + sv.perf_offset_max = sv.perf_acc_offset_max; + sv.perf_offset_avg = sv.perf_acc_offset / sv.perf_acc_offset_samples; + sv.perf_offset_sdev = sqrt(sv.perf_acc_offset_squared / sv.perf_acc_offset_samples - sv.perf_offset_avg * sv.perf_offset_avg); } - if(svs.perf_lost > 0 && developer_extra.integer && playing) // only complain if anyone is looking - Con_DPrintf("Server can't keep up: %s\n", SV_TimingReport(vabuf, sizeof(vabuf))); - } + if (sv.perf_lost > 0 && reporting) + SV_BroadcastPrintf("\003" CON_WARN "Server lag report: %s\n", SV_TimingReport(vabuf, sizeof(vabuf))); - if(svs.perf_acc_realtime > 5 || sv.time < 10) - { - /* - * Don't accumulate time for the first 10 seconds of a match - * so things can settle - */ - 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; + sv.perf_acc_realtime = sv.perf_acc_sleeptime = + sv.perf_acc_lost = sv.perf_acc_offset = + sv.perf_acc_offset_squared = sv.perf_acc_offset_max = + sv.perf_acc_offset_samples = 0; } /* @@ -2577,7 +2596,7 @@ double SV_Frame(double time) if (sv_timer > 0.1) { if (!svs.threaded) - svs.perf_acc_lost += (sv_timer - 0.1); + sv.perf_acc_lost += (sv_timer - 0.1); sv_timer = 0.1; } @@ -2604,7 +2623,8 @@ double SV_Frame(double time) { advancetime = sys_ticrate.value; // listen servers can run multiple server frames per client frame - framelimit = cl_maxphysicsframesperserverframe.integer; + if (sv_maxphysicsframesperserverframe.integer > 0) + framelimit = sv_maxphysicsframesperserverframe.integer; aborttime = Sys_DirtyTime() + 0.1; } @@ -2620,12 +2640,12 @@ double SV_Frame(double time) offset = 0; offset += sv_timer; - ++svs.perf_acc_offset_samples; - svs.perf_acc_offset += offset; - svs.perf_acc_offset_squared += offset * offset; + ++sv.perf_acc_offset_samples; + sv.perf_acc_offset += offset; + sv.perf_acc_offset_squared += offset * offset; - if(svs.perf_acc_offset_max < offset) - svs.perf_acc_offset_max = offset; + if(sv.perf_acc_offset_max < offset) + sv.perf_acc_offset_max = offset; } // only advance time if not paused @@ -2649,6 +2669,9 @@ double SV_Frame(double time) break; } + if (framecount > 1 && sv_lagreporting_strict.integer && reporting) + SV_BroadcastPrintf(CON_WARN "Server lag report: caught up %.1fms by running %d extra frames\n", advancetime * (framecount - 1) * 1000, framecount - 1); + R_TimeReport("serverphysics"); // send all messages to the clients @@ -2675,7 +2698,7 @@ double SV_Frame(double time) if (sv_timer >= 0) { if (!svs.threaded) - svs.perf_acc_lost += sv_timer; + sv.perf_acc_lost += sv_timer; sv_timer = 0; } @@ -2705,7 +2728,7 @@ static int SV_ThreadFunc(void *voiddata) sv_timer += sv_deltarealtime; - svs.perf_acc_realtime += sv_deltarealtime; + sv.perf_acc_realtime += sv_deltarealtime; // at this point we start doing real server work, and must block on any client activity pertaining to the server (such as executing SV_SpawnServer) SV_LockThreadMutex(); @@ -2721,22 +2744,22 @@ static int SV_ThreadFunc(void *voiddata) { // don't accumulate time for the first 10 seconds of a match // so things can settle - 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; + sv.perf_acc_realtime = sv.perf_acc_sleeptime = sv.perf_acc_lost = sv.perf_acc_offset = sv.perf_acc_offset_squared = sv.perf_acc_offset_max = sv.perf_acc_offset_samples = 0; } - else if(svs.perf_acc_realtime > 5) + else if(sv.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) + sv.perf_cpuload = 1 - sv.perf_acc_sleeptime / sv.perf_acc_realtime; + sv.perf_lost = sv.perf_acc_lost / sv.perf_acc_realtime; + if(sv.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); + sv.perf_offset_max = sv.perf_acc_offset_max; + sv.perf_offset_avg = sv.perf_acc_offset / sv.perf_acc_offset_samples; + sv.perf_offset_sdev = sqrt(sv.perf_acc_offset_squared / sv.perf_acc_offset_samples - sv.perf_offset_avg * sv.perf_offset_avg); } - if(svs.perf_lost > 0 && developer_extra.integer) + if(sv.perf_lost > 0 && developer_extra.integer) if(playing) Con_DPrintf("Server can't keep up: %s\n", SV_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 = 0; + sv.perf_acc_realtime = sv.perf_acc_sleeptime = sv.perf_acc_lost = sv.perf_acc_offset = sv.perf_acc_offset_squared = sv.perf_acc_offset_max = sv.perf_acc_offset_samples = 0; } // get new packets @@ -2761,7 +2784,7 @@ static int SV_ThreadFunc(void *voiddata) time0 = Sys_DirtyTime(); Sys_Sleep((int)wait); delta = Sys_DirtyTime() - time0;if (delta < 0 || delta >= 1800) delta = 0; - svs.perf_acc_sleeptime += delta; + sv.perf_acc_sleeptime += delta; continue; } @@ -2779,11 +2802,11 @@ static int SV_ThreadFunc(void *voiddata) if(advancetime > 0) { offset = sv_timer + (Sys_DirtyTime() - sv_realtime); // LadyHavoc: FIXME: I don't understand this line - ++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; + ++sv.perf_acc_offset_samples; + sv.perf_acc_offset += offset; + sv.perf_acc_offset_squared += offset * offset; + if(sv.perf_acc_offset_max < offset) + sv.perf_acc_offset_max = offset; } // only advance time if not paused @@ -2821,7 +2844,7 @@ static int SV_ThreadFunc(void *voiddata) // if there is some time remaining from this frame, reset the timers if (sv_timer >= 0) { - svs.perf_acc_lost += sv_timer; + sv.perf_acc_lost += sv_timer; sv_timer = 0; } }