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Add an active object step time budget #6721
This can be set via the active_object_interval option.
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@ -1085,6 +1085,9 @@ active_block_mgmt_interval (Active Block Management interval) float 2.0
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# Length of time between ABM execution cycles
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abm_interval (Active Block Modifier interval) float 1.0
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# Length of time between active object step cycles
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active_object_interval (Active Object interval) float 0.1
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# Length of time between NodeTimer execution cycles
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nodetimer_interval (NodeTimer interval) float 0.2
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@ -345,6 +345,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("dedicated_server_step", "0.09");
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settings->setDefault("active_block_mgmt_interval", "2.0");
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settings->setDefault("abm_interval", "1.0");
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settings->setDefault("active_object_interval", "0.1");
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settings->setDefault("nodetimer_interval", "0.2");
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settings->setDefault("ignore_world_load_errors", "false");
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settings->setDefault("remote_media", "");
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@ -36,6 +36,7 @@ Environment::Environment(IGameDef *gamedef):
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m_cache_enable_shaders = g_settings->getBool("enable_shaders");
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m_cache_active_block_mgmt_interval = g_settings->getFloat("active_block_mgmt_interval");
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m_cache_abm_interval = g_settings->getFloat("abm_interval");
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m_cache_ao_interval = g_settings->getFloat("active_object_interval");
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m_cache_nodetimer_interval = g_settings->getFloat("nodetimer_interval");
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m_time_of_day = g_settings->getU32("world_start_time");
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@ -136,6 +136,7 @@ protected:
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bool m_cache_enable_shaders;
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float m_cache_active_block_mgmt_interval;
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float m_cache_abm_interval;
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float m_cache_ao_interval;
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float m_cache_nodetimer_interval;
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IGameDef *m_gamedef;
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@ -279,17 +279,17 @@ void LBMManager::applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp)
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void fillRadiusBlock(v3s16 p0, s16 r, std::set<v3s16> &list)
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{
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const s16 r2 = r * r;
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v3s16 p;
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for(p.X=p0.X-r; p.X<=p0.X+r; p.X++)
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for(p.Y=p0.Y-r; p.Y<=p0.Y+r; p.Y++)
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for(p.Z=p0.Z-r; p.Z<=p0.Z+r; p.Z++)
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{
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// limit to a sphere
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if (p.getDistanceFrom(p0) <= r) {
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// Set in list
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list.insert(p);
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}
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}
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for (p.X = p0.X - r; p.X <= p0.X + r; p.X++)
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for (p.Y = p0.Y - r; p.Y <= p0.Y + r; p.Y++)
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for (p.Z = p0.Z - r; p.Z <= p0.Z + r; p.Z++) {
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// limit to a sphere
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if (p.getDistanceFromSQ(p0) <= r2) {
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// Set in list
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list.insert(p);
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}
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}
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}
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void fillViewConeBlock(v3s16 p0,
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@ -364,10 +364,7 @@ void ActiveBlockList::update(std::vector<PlayerSAO*> &active_players,
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/*
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Update m_list
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*/
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m_list.clear();
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for (v3s16 p : newlist) {
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m_list.insert(p);
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}
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m_list = newlist;
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}
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/*
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@ -1230,14 +1227,16 @@ void ServerEnvironment::step(float dtime)
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}
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}
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// placeholder for the "real" time passed
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float elapsed_time;
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/*
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Mess around in active blocks
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*/
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if (m_active_blocks_nodemetadata_interval.step(dtime, m_cache_nodetimer_interval)) {
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if (m_active_blocks_nodemetadata_interval.step(dtime, m_cache_nodetimer_interval,
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&elapsed_time)) {
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ScopeProfiler sp(g_profiler, "SEnv: mess in act. blocks avg per interval", SPT_AVG);
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float dtime = m_cache_nodetimer_interval;
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for (const v3s16 &p: m_active_blocks.m_list) {
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MapBlock *block = m_map->getBlockNoCreateNoEx(p);
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if (!block)
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@ -1255,7 +1254,7 @@ void ServerEnvironment::step(float dtime)
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MOD_REASON_BLOCK_EXPIRED);
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// Run node timers
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std::vector<NodeTimer> elapsed_timers = block->m_node_timers.step(dtime);
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std::vector<NodeTimer> elapsed_timers = block->m_node_timers.step(elapsed_time);
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if (!elapsed_timers.empty()) {
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MapNode n;
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v3s16 p2;
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@ -1271,18 +1270,14 @@ void ServerEnvironment::step(float dtime)
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}
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}
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if (m_active_block_modifier_interval.step(dtime, m_cache_abm_interval))
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if (m_active_block_modifier_interval.step(dtime,
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m_cache_abm_interval * m_active_block_interval_overload_skip, &elapsed_time))
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do { // breakable
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if (m_active_block_interval_overload_skip > 0) {
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ScopeProfiler sp(g_profiler, "SEnv: ABM overload skips");
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m_active_block_interval_overload_skip--;
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break;
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}
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ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg per interval", SPT_AVG);
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TimeTaker timer("modify in active blocks per interval");
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// Initialize handling of ActiveBlockModifiers
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ABMHandler abmhandler(m_abms, m_cache_abm_interval, this, true);
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ABMHandler abmhandler(m_abms, elapsed_time, this, true);
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for (const v3s16 &p : m_active_blocks.m_abm_list) {
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MapBlock *block = m_map->getBlockNoCreateNoEx(p);
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@ -1296,13 +1291,16 @@ void ServerEnvironment::step(float dtime)
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abmhandler.apply(block);
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}
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u32 time_ms = timer.stop(true);
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u32 max_time_ms = 200;
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const u32 time_ms = timer.stop(true);
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// allow up to 10% of the budget interval
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const u32 max_time_ms = m_cache_abm_interval * 1000.0f * 0.1f;
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if (time_ms > max_time_ms) {
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warningstream<<"active block modifiers took "
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<<time_ms<<"ms (longer than "
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<<max_time_ms<<"ms)"<<std::endl;
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m_active_block_interval_overload_skip = (time_ms / max_time_ms) + 1;
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warningstream << "active block modifiers took "
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<< time_ms << "ms (longer than "
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<< max_time_ms << "ms)" << std::endl;
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m_active_block_interval_overload_skip = ((float)time_ms / max_time_ms);
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} else {
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m_active_block_interval_overload_skip = 1.0f;
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}
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}while(0);
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@ -1314,15 +1312,17 @@ void ServerEnvironment::step(float dtime)
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/*
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Step active objects
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*/
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{
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if (m_active_object_interval.step(dtime,
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m_cache_ao_interval * m_active_object_interval_overload_skip, &elapsed_time)) {
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ScopeProfiler sp(g_profiler, "SEnv: step act. objs avg", SPT_AVG);
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//TimeTaker timer("Step active objects");
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TimeTaker timer("Step active objects");
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g_profiler->avg("SEnv: num of objects", m_active_objects.size());
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// This helps the objects to send data at the same time
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bool send_recommended = false;
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m_send_recommended_timer += dtime;
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m_send_recommended_timer += elapsed_time;
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if(m_send_recommended_timer > getSendRecommendedInterval())
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{
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m_send_recommended_timer -= getSendRecommendedInterval();
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@ -1335,13 +1335,28 @@ void ServerEnvironment::step(float dtime)
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continue;
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// Step object
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obj->step(dtime, send_recommended);
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obj->step(elapsed_time, send_recommended);
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// Read messages from object
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while (!obj->m_messages_out.empty()) {
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m_active_object_messages.push(obj->m_messages_out.front());
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obj->m_messages_out.pop();
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}
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}
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// calculate a simple moving average
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m_avg_ao_time = m_avg_ao_time * 0.9f + timer.stop(true) * 0.1f;
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// allow up to 20% of the budget interval
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const float max_time_ms = m_cache_ao_interval * 1000.0f * 0.2f;
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if (m_avg_ao_time > max_time_ms) {
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warningstream << "active objects took "
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<< m_avg_ao_time << "ms (longer than "
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<< max_time_ms << "ms)" << std::endl;
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// skip a few steps
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m_active_object_interval_overload_skip = m_avg_ao_time / max_time_ms;
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} else {
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m_active_object_interval_overload_skip = 1.0f;
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}
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}
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/*
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@ -422,8 +422,11 @@ private:
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ActiveBlockList m_active_blocks;
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IntervalLimiter m_active_blocks_management_interval;
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IntervalLimiter m_active_block_modifier_interval;
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IntervalLimiter m_active_object_interval;
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IntervalLimiter m_active_blocks_nodemetadata_interval;
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int m_active_block_interval_overload_skip = 0;
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float m_active_block_interval_overload_skip = 1.0f;
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float m_active_object_interval_overload_skip = 1.0f;
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float m_avg_ao_time = 0.0f;
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// Time from the beginning of the game in seconds.
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// Incremented in step().
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u32 m_game_time = 0;
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@ -230,7 +230,7 @@ inline u32 calc_parity(u32 v)
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u64 murmur_hash_64_ua(const void *key, int len, unsigned int seed);
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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f32 camera_fov, f32 range, f32 *distance_ptr=NULL);
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f32 camera_fov, f32 range, f32 *distance_ptr = NULL);
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s16 adjustDist(s16 dist, float zoom_fov);
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@ -291,18 +291,24 @@ public:
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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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if passed, the elapsed time since this method last returned true
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is written to elapsed_ptr
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*/
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bool step(float dtime, float wanted_interval)
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bool step(float dtime, float wanted_interval, float *elapsed_ptr = NULL)
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{
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m_accumulator += dtime;
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if (elapsed_ptr)
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*elapsed_ptr = m_accumulator - m_last_accumulator;
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if (m_accumulator < wanted_interval)
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return false;
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m_accumulator -= wanted_interval;
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m_last_accumulator = m_accumulator;
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return true;
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}
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private:
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float m_accumulator = 0.0f;
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float m_last_accumulator = 0.0f;
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};
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