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@ -269,43 +269,35 @@ void Host_AbortCurrentFrame( void )
@@ -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
@@ -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
@@ -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 )
@@ -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
@@ -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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