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author | Patric Stout <truebrain@openttd.org> | 2021-02-17 15:19:33 +0100 |
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committer | Patric Stout <github@truebrain.nl> | 2021-02-19 10:43:15 +0100 |
commit | eb9b1ad68d84ddbebb3d9e50f3ec8d3ad195c75c (patch) | |
tree | 93a26d1a0681b85653a6b115a4931a240eed34e7 /src/video/dedicated_v.cpp | |
parent | ae7a2b9f02b4becdcc7cb96f79031c840198989f (diff) | |
download | openttd-eb9b1ad68d84ddbebb3d9e50f3ec8d3ad195c75c.tar.xz |
Change: sleep till the next tick in the main loop
Sleep for 1ms (which is always (a lot) more than 1ms) is just
randomly guessing and hoping you hit your deadline, give or take.
But given we can calculate when our next frame is happening, we
can just sleep for that exact amount. As these values are often
a bit larger, it is also more likely the OS can schedule us back
in close to our requested target. This means it is more likely we
hit our deadlines, which makes the FPS a lot more stable.
Diffstat (limited to 'src/video/dedicated_v.cpp')
-rw-r--r-- | src/video/dedicated_v.cpp | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/src/video/dedicated_v.cpp b/src/video/dedicated_v.cpp index 7b1abbadd..845b0bf8c 100644 --- a/src/video/dedicated_v.cpp +++ b/src/video/dedicated_v.cpp @@ -311,9 +311,14 @@ void VideoDriver_Dedicated::MainLoop() /* Sleep longer on a dedicated server, if the game is paused and no clients connected. * That can allow the CPU to better use deep sleep states. */ if (_pause_mode != 0 && !HasClients()) { - CSleep(100); + std::this_thread::sleep_for(std::chrono::milliseconds(100)); } else { - CSleep(1); + /* See how much time there is till we have to process the next event, and try to hit that as close as possible. */ + auto now = std::chrono::steady_clock::now(); + + if (next_game_tick > now) { + std::this_thread::sleep_for(next_game_tick - now); + } } } } |