- //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
-
- R_TimeReport("---");
-
- //-------------------
- //
- // server operations
- //
- //-------------------
-
- // 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;
- 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 (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 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);
-
- 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;
- }
-
- // 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;
-
- for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
- {
- sv_timer -= advancetime;
-
- // move things around and think unless paused
- if (sv.frametime)
- SV_Physics();
-
- // if this server frame took too long, break out of the loop
- if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
- break;
- }
- 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)
- {
- if (!svs.threaded)
- svs.perf_acc_lost += sv_timer;
- sv_timer = 0;
- }
-
- sv_timer += time;
-
- //-------------------
- //
- // client operations
- //
- //-------------------
-
- // limit the frametime steps to no more than 100ms each
- if (cl_timer > 0.1)
- cl_timer = 0.1;
-
- // get new key events
- Key_EventQueue_Unblock();
- SndSys_SendKeyEvents();
- Sys_SendKeyEvents();
-
- if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
- {
- R_TimeReport("---");
- Collision_Cache_NewFrame();
- R_TimeReport("photoncache");
-#ifdef CONFIG_VIDEO_CAPTURE
- // decide the simulation time
- if (cls.capturevideo.active)
- {
- //***
- if (cls.capturevideo.realtime)
- clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
- else
- {
- clframetime = 1.0 / cls.capturevideo.framerate;
- cl.realframetime = max(cl_timer, clframetime);
- }
- }
- else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
-
-#else
- if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
-#endif
- {
- clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
- // when running slow, we need to sleep to keep input responsive
- wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
- if (wait > 0)
- Sys_Sleep((int)wait);
- }
- else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
- clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
- else
- clframetime = cl.realframetime = cl_timer;
-
- // apply slowmo scaling
- clframetime *= cl.movevars_timescale;
- // scale playback speed of demos by slowmo cvar
- if (cls.demoplayback)
- {
- clframetime *= host_timescale.value;
- // if demo playback is paused, don't advance time at all
- if (cls.demopaused)
- clframetime = 0;
- }
- else
- {
- // host_framerate overrides all else
- if (host_framerate.value)
- clframetime = host_framerate.value;
-
- if (cl.paused || host.paused)
- clframetime = 0;
- }
-
- if (cls.timedemo)
- clframetime = cl.realframetime = cl_timer;