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author | Jonathan G Rennison <j.g.rennison@gmail.com> | 2019-03-10 19:20:11 +0000 |
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committer | Patric Stout <github@truebrain.nl> | 2020-12-22 15:17:57 +0100 |
commit | 7f0fefddcfbf4b16f22ec58b5cf3eac794ded43e (patch) | |
tree | 85f92331ee7fd1df4dfa82e7865c4799c2470d4d | |
parent | 0c5dc5d41eff0ac0a62dd67882a718bb3c99ec3a (diff) | |
download | openttd-7f0fefddcfbf4b16f22ec58b5cf3eac794ded43e.tar.xz |
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.
-rw-r--r-- | src/linkgraph/linkgraphschedule.cpp | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/src/linkgraph/linkgraphschedule.cpp b/src/linkgraph/linkgraphschedule.cpp index 2638b77ea..87ab4818a 100644 --- a/src/linkgraph/linkgraphschedule.cpp +++ b/src/linkgraph/linkgraphschedule.cpp @@ -15,6 +15,7 @@ #include "flowmapper.h" #include "../framerate_type.h" #include "../command_func.h" +#include "../network/network.h" #include "../safeguards.h" @@ -206,8 +207,13 @@ void OnTick_LinkGraph() if (offset == 0) { LinkGraphSchedule::instance.SpawnNext(); } else if (offset == _settings_game.linkgraph.recalc_interval / 2) { - PerformanceMeasurer framerate(PFE_GL_LINKGRAPH); - LinkGraphSchedule::instance.JoinNext(); + if (!_networking || _network_server) { + PerformanceMeasurer::SetInactive(PFE_GL_LINKGRAPH); + LinkGraphSchedule::instance.JoinNext(); + } else { + PerformanceMeasurer framerate(PFE_GL_LINKGRAPH); + LinkGraphSchedule::instance.JoinNext(); + } } } |