r5sdk/r5dev/engine/sys_engine.cpp
Kawe Mazidjatari f37743e068 Significantly reduce CPU time in CEngine::Frame for dedicated
Significant reduction of CPU time in CEngine::Frame for the dedicated server, by assigning the ConVar 'fps_max' to the tickrate of the server.
2023-04-10 22:35:41 +02:00

121 lines
3.8 KiB
C++

#include "core/stdafx.h"
#include "tier1/cvar.h"
#include "sys_engine.h"
#ifdef DEDICATED
#include "game/shared/shareddefs.h"
#endif // DEDICATED
///////////////////////////////////////////////////////////////////////////////
CEngine* g_pEngine = nullptr;
bool CEngine::_Frame(CEngine* thisp)
{
#ifdef DEDICATED
// The first engine frame is ran before the global variables are initialized.
// By default, the tick interval is set to '0.0f'; we can't divide by zero.
if (TICK_INTERVAL > 0.0f)
{
int nTickRate = TIME_TO_TICKS(1.0f);
if (fps_max->GetInt() != nTickRate)
{
// Clamp the framerate of the server to its simulation tick rate.
// This saves a significant amount of CPU time in CEngine::Frame,
// as the engine uses this to decided when to run a new frame.
fps_max->SetValue(nTickRate);
}
}
#endif // DEDICATED
return v_CEngine_Frame(thisp);
}
/*
//-----------------------------------------------------------------------------
// Purpose: Start initializing the engine.
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CEngine::Load(bool dedicated, const char* rootDir)
{
const static int index = 1;
return CallVFunc<bool>(index, this, dedicated, rootDir);
}
//-----------------------------------------------------------------------------
// Purpose: Start to shutdown the engine.
//-----------------------------------------------------------------------------
void CEngine::Unload(void)
{
const static int index = 2;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// Purpose: Set the next dll engine state.
//-----------------------------------------------------------------------------
void CEngine::SetNextState(EngineState_t iNextState)
{
m_nNextDLLState = iNextState;
}
//-----------------------------------------------------------------------------
// Purpose: Get the dll engine state.
//-----------------------------------------------------------------------------
EngineState_t CEngine::GetState(void) const
{
return m_nDLLState;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEngine::Frame(void)
{
const static int index = 5;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// Purpose: Get engine frame time.
//-----------------------------------------------------------------------------
float CEngine::GetFrameTime(void) const
{
return m_flFrameTime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CEngine::GetPreviousTime(void) // I'm not sure if this is right, should double check.
{
const static int index = 7;
return CallVFunc<float>(index, this);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
__m128 __fastcall CEngine::GetCurTime(CEngine *thisPtr) const
{
return _mm_cvtpd_ps(_mm_cvtepi32_pd(_mm_cvtsi64_si128(thisPtr->m_flCurrentTime)));
}
//-----------------------------------------------------------------------------
// Purpose: Set dll state.
//-----------------------------------------------------------------------------
void CEngine::SetQuitting(EngineDllQuitting_t quitDllState)
{
const static int index = 9;
CallVFunc<void>(index, this, quitDllState);
}
*/
void VEngine::Attach() const
{
DetourAttach((LPVOID*)&v_CEngine_Frame, &CEngine::_Frame);
}
void VEngine::Detach() const
{
DetourDetach((LPVOID*)&v_CEngine_Frame, &CEngine::_Frame);
}