- make client use less CPU for network games

This commit is contained in:
Mark Vejvoda 2013-03-11 03:46:40 +00:00
parent 6152b6b7bb
commit 88b31797e7

View File

@ -860,7 +860,7 @@ void ClientInterface::updateFrame(int *checkFrame) {
//printf("#2 ClientInterface::updateFrame\n");
Chrono chrono;
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
chrono.start();
int simulateLag = Config::getInstance().getInt("SimulateClientLag","0");
bool done= false;
@ -1113,17 +1113,19 @@ void ClientInterface::updateFrame(int *checkFrame) {
if(isConnected() == false && quit == true) {
done = true;
}
// Sleep ever second we wait to let other threads work
else if(chrono.getMillis() % 25 == 0) {
sleep(1);
}
}
if(done == true) {
MutexSafeWrapper safeMutex(networkCommandListThreadAccessor,CODE_AT_LINE);
cachedPendingCommandsIndex++;
}
else {
if(checkFrame == NULL) {
//sleep(15);
sleep(0);
}
else if(checkFrame == NULL) {
//sleep(15);
sleep(0);
}
}
//printf("#3 ClientInterface::updateFrame\n");
@ -1705,9 +1707,9 @@ NetworkMessageType ClientInterface::waitForMessage()
return msg;
}
// Sleep ever second we wait to let other threads work
//else if(chrono.getMillis() % 1000 == 0) {
//sleep(0);
//}
else if(chrono.getMillis() % 25 == 0) {
sleep(1);
}
//sleep(waitSleepTime);
}