Core/Time: Remove artificially high minimal update intervals
Port From (https://github.com/TrinityCore/TrinityCore/commit/3a67e376811743be208da4aab8a9e452e1ae637e)
This commit is contained in:
@@ -47,7 +47,7 @@ namespace Framework.Constants
|
||||
//Liquid
|
||||
public const float LiquidTileSize = (533.333f / 128.0f);
|
||||
|
||||
public const int MinMapUpdateDelay = 50;
|
||||
public const int MinMapUpdateDelay = 1;
|
||||
public const int MinGridDelay = (Time.Minute * Time.InMilliseconds);
|
||||
|
||||
public const int MapResolution = 128;
|
||||
|
||||
@@ -91,7 +91,7 @@ namespace Framework.Networking
|
||||
{
|
||||
Log.outDebug(LogFilter.Network, "Network Thread Starting");
|
||||
|
||||
int sleepTime = 10;
|
||||
int sleepTime = 1;
|
||||
while (!_stopped)
|
||||
{
|
||||
Thread.Sleep(sleepTime);
|
||||
@@ -116,7 +116,7 @@ namespace Framework.Networking
|
||||
}
|
||||
|
||||
uint diff = Time.GetMSTimeDiffToNow(tickStart);
|
||||
sleepTime = (int)(diff > 10 ? 0 : 10 - diff);
|
||||
sleepTime = (int)(diff > 1 ? 0 : 1 - diff);
|
||||
}
|
||||
|
||||
Log.outDebug(LogFilter.Misc, "Network Thread exits");
|
||||
|
||||
@@ -257,7 +257,7 @@ namespace Game
|
||||
Values[WorldCfg.IntervalGridclean] = MapConst.MinGridDelay;
|
||||
}
|
||||
|
||||
Values[WorldCfg.IntervalMapupdate] = GetDefaultValue("MapUpdateInterval", 100);
|
||||
Values[WorldCfg.IntervalMapupdate] = GetDefaultValue("MapUpdateInterval", 10);
|
||||
if ((int)Values[WorldCfg.IntervalMapupdate] < MapConst.MinMapUpdateDelay)
|
||||
{
|
||||
Log.outError(LogFilter.ServerLoading, "MapUpdateInterval ({0}) must be greater {1}. Use this minimal value.", Values[WorldCfg.IntervalMapupdate], MapConst.MinMapUpdateDelay);
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace WorldServer
|
||||
{
|
||||
public class Server
|
||||
{
|
||||
const uint WorldSleep = 50;
|
||||
const uint WorldSleep = 1;
|
||||
|
||||
static void Main()
|
||||
{
|
||||
@@ -189,14 +189,15 @@ namespace WorldServer
|
||||
var realCurrTime = Time.GetMSTime();
|
||||
|
||||
uint diff = Time.GetMSTimeDiff(realPrevTime, realCurrTime);
|
||||
if (diff == 0)
|
||||
{
|
||||
// sleep until enough time passes that we can update all timers
|
||||
Thread.Sleep(1);
|
||||
continue;
|
||||
}
|
||||
|
||||
Global.WorldMgr.Update(diff);
|
||||
realPrevTime = realCurrTime;
|
||||
|
||||
uint executionTimeDiff = Time.GetMSTimeDiffToNow(realCurrTime);
|
||||
|
||||
// we know exactly how long it took to update the world, if the update took less than WORLD_SLEEP_CONST, sleep for WORLD_SLEEP_CONST - world update time
|
||||
if (executionTimeDiff < WorldSleep)
|
||||
Thread.Sleep((int)(WorldSleep - executionTimeDiff));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -334,9 +334,9 @@ GridCleanUpDelay = 300000
|
||||
#
|
||||
# MapUpdateInterval
|
||||
# Description: Time (milliseconds) for map update interval.
|
||||
# Default: 100 - (0.1 second)
|
||||
# Default: 10 - (0.01 second)
|
||||
|
||||
MapUpdateInterval = 100
|
||||
MapUpdateInterval = 10
|
||||
|
||||
#
|
||||
# ChangeWeatherInterval
|
||||
|
||||
Reference in New Issue
Block a user