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author | frosch <frosch@openttd.org> | 2016-05-22 11:30:25 +0000 |
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committer | frosch <frosch@openttd.org> | 2016-05-22 11:30:25 +0000 |
commit | cade383f9b0eaf17bf6c3e05a3470c4f53039d0d (patch) | |
tree | b2d10f74fd6e7f19653b1c13368ed9efd8db4de1 | |
parent | ebb6e3807520cac80abac5441eb66403bd97c104 (diff) | |
download | openttd-cade383f9b0eaf17bf6c3e05a3470c4f53039d0d.tar.xz |
(svn r27579) -Change [FS#6402]: Performance improvement for dedicated servers by skipping drawing calls earlier in the process. (JGR)
-rw-r--r-- | src/vehicle_base.h | 4 | ||||
-rw-r--r-- | src/window.cpp | 4 |
2 files changed, 8 insertions, 0 deletions
diff --git a/src/vehicle_base.h b/src/vehicle_base.h index 59584da78..f923c2d79 100644 --- a/src/vehicle_base.h +++ b/src/vehicle_base.h @@ -23,6 +23,7 @@ #include "transport_type.h" #include "group_type.h" #include "base_consist.h" +#include "network/network.h" #include <list> #include <map> @@ -1072,6 +1073,9 @@ struct SpecializedVehicle : public Vehicle { */ inline void UpdateViewport(bool force_update, bool update_delta) { + /* Skip updating sprites on dedicated servers without screen */ + if (_network_dedicated) return; + /* Explicitly choose method to call to prevent vtable dereference - * it gives ~3% runtime improvements in games with many vehicles */ if (update_delta) ((T *)this)->T::UpdateDeltaXY(this->direction); diff --git a/src/window.cpp b/src/window.cpp index 1fce1f3a8..bc92416b6 100644 --- a/src/window.cpp +++ b/src/window.cpp @@ -3031,6 +3031,10 @@ void UpdateWindows() w->ProcessHighlightedInvalidations(); } + /* Skip the actual drawing on dedicated servers without screen. + * But still empty the invalidation queues above. */ + if (_network_dedicated) return; + static int we4_timer = 0; int t = we4_timer + 1; |