Limit node-frame iterations per second
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@ -226,6 +226,11 @@ namespace Components
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void Node::FrameHandler()
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void Node::FrameHandler()
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{
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{
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// Frame limit
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static int lastFrame = 0;
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if ((Game::Com_Milliseconds() - lastFrame) < (1000 / NODE_FRAME_LOCK)) return;
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lastFrame = Game::Com_Milliseconds();
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int registerCount = 0;
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int registerCount = 0;
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int listQueryCount = 0;
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int listQueryCount = 0;
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@ -2,6 +2,7 @@
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#define NODE_QUERY_TIMEOUT 1000 * 30 * 1 // Invalidate nodes after 30 seconds without query response
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#define NODE_QUERY_TIMEOUT 1000 * 30 * 1 // Invalidate nodes after 30 seconds without query response
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#define NODE_INVALID_DELETE 1000 * 60 * 10 // Delete invalidated nodes after 10 minutes
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#define NODE_INVALID_DELETE 1000 * 60 * 10 // Delete invalidated nodes after 10 minutes
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#define NODE_FRAME_QUERY_LIMIT 1 // Limit of nodes to be queried per frame
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#define NODE_FRAME_QUERY_LIMIT 1 // Limit of nodes to be queried per frame
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#define NODE_FRAME_LOCK 80 // Limit of max frames per second
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#define NODE_PACKET_LIMIT 111 // Send 111 nodes per synchronization packet
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#define NODE_PACKET_LIMIT 111 // Send 111 nodes per synchronization packet
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#define NODE_STORE_INTERVAL 1000 * 60* 1 // Store nodes every minute
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#define NODE_STORE_INTERVAL 1000 * 60* 1 // Store nodes every minute
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#define SESSION_TIMEOUT 1000 * 10 // 10 seconds session timeout
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#define SESSION_TIMEOUT 1000 * 10 // 10 seconds session timeout
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