Example #1
0
/*
 * Sv_Frame
 */
void Sv_Frame(unsigned int msec) {
	unsigned int frame_millis;

	// if server is not active, do nothing
	if (!svs.initialized)
		return;

	// update time reference
	svs.real_time += msec;

	// keep the random time dependent
	rand();

	// check timeouts
	Sv_CheckTimeouts();

	// get packets from clients
	Sv_ReadPackets();

	frame_millis = 1000 / svs.frame_rate;

	// keep the game module's time in sync with reality
	if (!time_demo->value && svs.real_time < sv.time) {

		// if the server has fallen far behind the game, try to catch up
		if (sv.time - svs.real_time > frame_millis) {
			Com_Debug("Sv_Frame: Low clamp: %dms.\n",
					(sv.time - svs.real_time - frame_millis));
			svs.real_time = sv.time - frame_millis;
		} else { // wait until its time to run the next frame
			Net_Sleep(sv.time - svs.real_time);
			return;
		}
	}

	// update ping based on the last known frame from all clients
	Sv_UpdatePings();

	// give the clients some timeslices
	Sv_CheckCommandTimes();

	// let everything in the world think and move
	Sv_RunGameFrame();

	// send messages back to the clients that had packets read this frame
	Sv_SendClientMessages();

	// send a heartbeat to the master if needed
	Sv_HeartbeatMasters();

	// clear entity flags, etc for next frame
	Sv_ResetEntities();

#ifdef HAVE_CURSES
	Curses_Frame(msec);
#endif
}
Example #2
0
/*
 * @brief
 */
void Sv_Frame(const uint32_t msec) {

	// if server is not active, do nothing
	if (!svs.initialized)
		return;

	// read any pending packets from clients
	Sv_ReadPackets();

	// keep simulation time in sync with reality
	if (!time_demo->value){

		const uint32_t frame_millis = 1000 / svs.frame_rate;

		svs.frame_delta += msec;

		 if (svs.frame_delta < frame_millis) {
			Net_Sleep(frame_millis - svs.frame_delta);
			return;
		}
	}

	svs.frame_delta = 0;

	// check timeouts
	Sv_CheckTimeouts();

	// check command times for attempted cheating
	Sv_CheckCommandTimes();

	// update ping based on the last known frame from all clients
	Sv_UpdatePings();

	// let everything in the world think and move
	Sv_RunGameFrame();

	// send messages back to the clients that had packets read this frame
	Sv_SendClientPackets();

	// send a heartbeat to the master if needed
	Sv_HeartbeatMasters();

	// clear entity flags, etc for next frame
	Sv_ResetEntities();

	// redraw the console
	Sv_DrawConsole();
}