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Change how max_lag is calculated and reported (#14378)
-Change how max_lag is calculated and reported - Cap singleplayer step at 60Hz - Clarify dedicated_server_step
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@ -2019,9 +2019,10 @@ ask_reconnect_on_crash (Ask to reconnect after crash) bool false
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[**Server/Env Performance]
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# Length of a server tick and the interval at which objects are generally updated over
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# network, stated in seconds.
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dedicated_server_step (Dedicated server step) float 0.09 0.0
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# Length of a server tick (the interval at which everything is generally updated),
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# stated in seconds.
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# Does not apply to sessions hosted from the client menu.
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dedicated_server_step (Dedicated server step) float 0.09 0.0 1.0
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# Whether players are shown to clients without any range limit.
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# Deprecated, use the setting player_transfer_distance instead.
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@ -2751,10 +2751,16 @@ inline void Game::step(f32 dtime)
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g_settings->getFloat("fps_max_unfocused") :
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g_settings->getFloat("fps_max");
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fps_max = std::max(fps_max, 1.0f);
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float steplen = 1.0f / fps_max;
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/*
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* Unless you have a barebones game, running the server at more than 60Hz
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* is hardly realistic and you're at the point of diminishing returns.
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* fps_max is also not necessarily anywhere near the FPS actually achieved
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* (also due to vsync).
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*/
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fps_max = std::min(fps_max, 60.0f);
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server->setStepSettings(Server::StepSettings{
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steplen,
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1.0f / fps_max,
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m_is_paused
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});
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@ -646,15 +646,29 @@ void Server::AsyncRunStep(float dtime, bool initial_step)
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{
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MutexAutoLock lock(m_env_mutex);
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// Figure out and report maximum lag to environment
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float max_lag = m_env->getMaxLagEstimate();
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max_lag *= 0.9998; // Decrease slowly (about half per 5 minutes)
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if(dtime > max_lag){
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if(dtime > 0.1 && dtime > max_lag * 2.0)
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infostream<<"Server: Maximum lag peaked to "<<dtime
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<<" s"<<std::endl;
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max_lag = dtime;
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constexpr float lag_warn_threshold = 2.0f;
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// Decrease value gradually, halve it every minute.
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if (m_max_lag_decrease.step(dtime, 0.5f)) {
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// To reproduce this number enter "solve (x)**(60/0.5) = 0.5"
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// into Wolfram Alpha.
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max_lag *= 0.99425f;
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}
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// Report a 20% change to the log but only if we're >10% off target
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// also report if we crossed into the warning boundary
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if (dtime >= max_lag * 1.2f ||
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(max_lag < lag_warn_threshold && dtime >= lag_warn_threshold)) {
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const float steplen = getStepSettings().steplen;
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if (dtime > steplen * 1.1f) {
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auto &to = dtime >= lag_warn_threshold ? warningstream : infostream;
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to << "Server: Maximum lag peaked at " << dtime
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<< " (steplen=" << steplen << ")" << std::endl;
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}
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}
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max_lag = std::max(max_lag, dtime),
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m_env->reportMaxLagEstimate(max_lag);
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// Step environment
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@ -609,12 +609,14 @@ private:
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MutexedVariable<std::string> m_async_fatal_error;
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// Some timers
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float m_time_of_day_send_timer = 0.0f;
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float m_liquid_transform_timer = 0.0f;
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float m_liquid_transform_every = 1.0f;
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float m_masterserver_timer = 0.0f;
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float m_emergethread_trigger_timer = 0.0f;
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float m_savemap_timer = 0.0f;
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IntervalLimiter m_map_timer_and_unload_interval;
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IntervalLimiter m_max_lag_decrease;
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// Environment
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ServerEnvironment *m_env = nullptr;
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@ -662,12 +664,6 @@ private:
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// The server mainly operates in this thread
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ServerThread *m_thread = nullptr;
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/*
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Time related stuff
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*/
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// Timer for sending time of day over network
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float m_time_of_day_send_timer = 0.0f;
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/*
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Client interface
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*/
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@ -367,7 +367,7 @@ public:
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u32 getGameTime() const { return m_game_time; }
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void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
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float getMaxLagEstimate() { return m_max_lag_estimate; }
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float getMaxLagEstimate() const { return m_max_lag_estimate; }
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std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; }
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@ -350,12 +350,10 @@ class IntervalLimiter
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public:
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IntervalLimiter() = default;
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/*
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dtime: time from last call to this method
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wanted_interval: interval wanted
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return value:
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true: action should be skipped
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false: action should be done
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/**
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@param dtime time from last call to this method
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@param wanted_interval interval wanted
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@return true if action should be done
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*/
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bool step(float dtime, float wanted_interval)
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{
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