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engine: common: host: implement adaptive sleeptime, log time to first time for debug purposes
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@ -393,6 +393,11 @@ typedef struct host_parm_s
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// bug compatibility level, for very "special" games
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bugcomp_t bugcomp;
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// measure time to first frame
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double starttime;
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// count of sleeps can be inserted between frames
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double pureframetime;
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} host_parm_t;
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extern host_parm_t host;
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@ -269,43 +269,35 @@ void Host_AbortCurrentFrame( void )
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/*
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==================
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Host_CheckSleep
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Host_CalcSleep
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==================
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*/
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void Host_CheckSleep( void )
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static int Host_CalcSleep( void )
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{
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int sleeptime = host_sleeptime->value;
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#ifndef XASH_DEDICATED
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// never sleep in timedemo for benchmarking purposes
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// also don't sleep with vsync for less lag
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if( CL_IsTimeDemo( ) || CVAR_TO_BOOL( gl_vsync ))
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return;
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return 0;
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#endif
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if( Host_IsDedicated() )
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{
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// let the dedicated server some sleep
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Sys_Sleep( sleeptime );
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return host_sleeptime->value;
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}
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else
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else if( host.status == HOST_NOFOCUS )
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{
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if( host.status == HOST_NOFOCUS )
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{
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if( SV_Active() && CL_IsInGame( ))
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Sys_Sleep( sleeptime ); // listenserver
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else Sys_Sleep( 20 ); // sleep 20 ms otherwise
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}
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else if( host.status == HOST_SLEEP )
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{
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// completely sleep in minimized state
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Sys_Sleep( 20 );
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}
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else
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{
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Sys_Sleep( sleeptime );
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}
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if( SV_Active() && CL_IsInGame( ))
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return host_sleeptime->value; // listenserver
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return 20; // sleep 20 ms otherwise
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}
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else if( host.status == HOST_SLEEP )
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{
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return 20;
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}
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return host_sleeptime->value;
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}
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void Host_NewInstance( const char *name, const char *finalmsg )
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@ -631,27 +623,53 @@ Returns false if the time is too short to run a frame
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qboolean Host_FilterTime( float time )
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{
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static double oldtime;
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double fps;
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double scale = sys_timescale.value;
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double fps, scale = sys_timescale.value;
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host.realtime += time * scale;
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fps = Host_CalcFPS( );
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fps = Host_CalcFPS();
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// clamp the fps in multiplayer games
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if( fps != 0.0 )
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{
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static int sleeps;
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double targetframetime;
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int sleeptime = Host_CalcSleep();
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// limit fps to withing tolerable range
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fps = bound( MIN_FPS, fps, MAX_FPS );
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if( Host_IsDedicated() )
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if( Host_IsDedicated( ))
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targetframetime = ( 1.0 / ( fps + 1.0 ));
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else targetframetime = ( 1.0 / fps );
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if(( host.realtime - oldtime ) < targetframetime * scale )
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{
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if(( host.realtime - oldtime ) < ( 1.0 / ( fps + 1.0 )) * scale)
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return false;
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if( sleeptime > 0 && sleeps > 0 )
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{
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Sys_Sleep( sleeptime );
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sleeps--;
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}
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return false;
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}
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else
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if( sleeptime > 0 && sleeps <= 0 )
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{
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if(( host.realtime - oldtime ) < ( 1.0 / fps ) * scale )
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return false;
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if( host.status == HOST_FRAME )
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{
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// give few sleeps this frame with small margin
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double targetsleeptime = targetframetime - host.pureframetime * 2;
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// don't sleep if we can't keep up with the framerate
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if( targetsleeptime > 0 )
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sleeps = targetsleeptime / ( sleeptime * 0.001 );
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else sleeps = 0;
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}
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else
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{
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// always sleep at least once in minimized/nofocus state
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sleeps = 1;
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}
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}
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}
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@ -674,19 +692,16 @@ Host_Frame
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*/
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void Host_Frame( float time )
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{
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static qboolean slept = false;
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double t1, t2;
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// decide the simulation time
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if( !Host_FilterTime( time ))
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{
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if( !slept )
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{
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Host_CheckSleep();
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slept = true;
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}
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return;
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}
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slept = false;
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t1 = Sys_DoubleTime();
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if( host.framecount == 0 )
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Con_DPrintf( "Time to first frame: %.3f seconds\n", t1 - host.starttime );
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Host_InputFrame (); // input frame
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Host_ClientBegin (); // begin client
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@ -695,6 +710,10 @@ void Host_Frame( float time )
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Host_ClientFrame (); // client frame
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HTTP_Run(); // both server and client
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t2 = Sys_DoubleTime();
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host.pureframetime = t2 - t1;
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host.framecount++;
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}
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@ -1113,6 +1132,8 @@ int EXPORT Host_Main( int argc, char **argv, const char *progname, int bChangeGa
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{
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static double oldtime, newtime;
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host.starttime = Sys_DoubleTime();
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pChangeGame = func; // may be NULL
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Host_InitCommon( argc, argv, progname, bChangeGame );
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