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Change: [Linkgraph] Only acquire thread join performance measurements on network clients
Network servers and single player clients do not block on thread joins due to instead pausing shortly before the join is due.
This commit is contained in:
committed by
Patric Stout
parent
0c5dc5d41e
commit
7f0fefddcf
@@ -15,6 +15,7 @@
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#include "flowmapper.h"
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#include "../framerate_type.h"
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#include "../command_func.h"
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#include "../network/network.h"
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#include "../safeguards.h"
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@@ -206,8 +207,13 @@ void OnTick_LinkGraph()
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if (offset == 0) {
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LinkGraphSchedule::instance.SpawnNext();
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} else if (offset == _settings_game.linkgraph.recalc_interval / 2) {
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PerformanceMeasurer framerate(PFE_GL_LINKGRAPH);
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LinkGraphSchedule::instance.JoinNext();
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if (!_networking || _network_server) {
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PerformanceMeasurer::SetInactive(PFE_GL_LINKGRAPH);
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LinkGraphSchedule::instance.JoinNext();
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} else {
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PerformanceMeasurer framerate(PFE_GL_LINKGRAPH);
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LinkGraphSchedule::instance.JoinNext();
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}
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}
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}
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