]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
host: Move server perf code to server frame code
authorcloudwalk <cloudwalk@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 13 Jul 2020 16:00:13 +0000 (16:00 +0000)
committercloudwalk <cloudwalk@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 13 Jul 2020 16:00:13 +0000 (16:00 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12804 d7cf8633-e32d-0410-b094-e92efae38249

host.c

diff --git a/host.c b/host.c
index 592949c4de81dd98ce65283a02f90225d7ba91d5..3cfccf4bb1446f08816b0163b2cbfa5ae2394d88 100644 (file)
--- a/host.c
+++ b/host.c
@@ -444,40 +444,6 @@ void Host_Main(void)
                cl_timer += time;
                sv_timer += time;
 
-               if (!svs.threaded)
-               {
-                       svs.perf_acc_sleeptime = host.sleeptime;
-                       svs.perf_acc_realtime += time;
-
-                       // Look for clients who have spawned
-                       playing = false;
-                       for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
-                               if(host_client->begun)
-                                       if(host_client->netconnection)
-                                               playing = true;
-                       if(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;
-                       }
-                       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 && developer_extra.integer)
-                                       if(playing) // only complain if anyone is looking
-                                               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 (host_framerate.value < 0.00001 && host_framerate.value != 0)
                        Cvar_SetValueQuick(&host_framerate, 0);
 
@@ -566,93 +532,126 @@ void Host_Main(void)
                        sv_timer = 0.1;
                }
 
-               if (sv.active && sv_timer > 0 && !svs.threaded)
+               if (!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;
-
-                       // 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 if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
+                       svs.perf_acc_sleeptime = host.sleeptime;
+                       svs.perf_acc_realtime += time;
+
+                       // Look for clients who have spawned
+                       playing = false;
+                       for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
+                               if(host_client->begun)
+                                       if(host_client->netconnection)
+                                               playing = true;
+                       if(sv.time < 10)
                        {
-                               // synchronize to the client frametime, but no less than 10ms and no more than 100ms
-                               advancetime = bound(0.01, cl_timer, 0.1);
+                               // 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;
                        }
-                       else
+                       else if(svs.perf_acc_realtime > 5)
                        {
-                               advancetime = sys_ticrate.value;
-                               // listen servers can run multiple server frames per client frame
-                               framelimit = cl_maxphysicsframesperserverframe.integer;
-                               aborttime = Sys_DirtyTime() + 0.1;
+                               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 && developer_extra.integer)
+                                       if(playing) // only complain if anyone is looking
+                                               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(host_timescale.value > 0 && host_timescale.value < 1)
-                               advancetime = min(advancetime, 0.1 / host_timescale.value);
-                       else
-                               advancetime = min(advancetime, 0.1);
 
-                       if(advancetime > 0)
+                       if (sv.active && sv_timer > 0 && !svs.threaded)
                        {
-                               offset = Sys_DirtyTime() - newtime;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;
-                       }
+                               // 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;
+
+                               // 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 if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
+                               {
+                                       // synchronize to the client frametime, but no less than 10ms and no more than 100ms
+                                       advancetime = bound(0.01, cl_timer, 0.1);
+                               }
+                               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);
 
-                       // 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(advancetime > 0)
+                               {
+                                       offset = Sys_DirtyTime() - newtime;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;
+                               }
 
-                       for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
-                       {
-                               sv_timer -= advancetime;
+                               // 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;
 
-                               // move things around and think unless paused
-                               if (sv.frametime)
-                                       SV_Physics();
+                               for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+                               {
+                                       sv_timer -= advancetime;
 
-                               // if this server frame took too long, break out of the loop
-                               if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
-                                       break;
-                       }
-                       R_TimeReport("serverphysics");
+                                       // move things around and think unless paused
+                                       if (sv.frametime)
+                                               SV_Physics();
 
-                       // send all messages to the clients
-                       SV_SendClientMessages();
+                                       // if this server frame took too long, break out of the loop
+                                       if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
+                                               break;
+                               }
+                               R_TimeReport("serverphysics");
 
-                       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 all messages to the clients
+                               SV_SendClientMessages();
 
-                       // send an heartbeat if enough time has passed since the last one
-                       NetConn_Heartbeat(0);
-                       R_TimeReport("servernetwork");
-               }
-               else if (!svs.threaded)
-               {
-                       // don't let r_speeds display jump around
-                       R_TimeReport("serverphysics");
-                       R_TimeReport("servernetwork");
-               }
+                               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)
                {