mirror of
https://github.com/BeamMP/BeamMP-Server.git
synced 2026-04-03 06:16:04 +00:00
fix event loop timing issue
The event loop tries to run no faster than every 10ms. If it detects that it goes faster, it would incorrectly calculate the difference, and then wait (what I assume was) way too long or too short. Either way, now it's fixed and it correctly works, even when introducing new lua states.
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@@ -15,20 +15,18 @@
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TLuaEngine* LuaAPI::MP::Engine;
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TLuaEngine::TLuaEngine() {
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TLuaEngine::TLuaEngine()
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: mResourceServerPath(fs::path(Application::Settings.Resource) / "Server") {
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Application::SetSubsystemStatus("LuaEngine", Application::Status::Starting);
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LuaAPI::MP::Engine = this;
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if (!fs::exists(Application::Settings.Resource)) {
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fs::create_directory(Application::Settings.Resource);
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}
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fs::path Path = fs::path(Application::Settings.Resource) / "Server";
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if (!fs::exists(Path)) {
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fs::create_directory(Path);
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if (!fs::exists(mResourceServerPath)) {
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fs::create_directory(mResourceServerPath);
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}
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mResourceServerPath = Path;
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Application::RegisterShutdownHandler([&] {
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Application::SetSubsystemStatus("LuaEngine", Application::Status::ShuttingDown);
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mShutdown = true;
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if (mThread.joinable()) {
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mThread.join();
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}
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@@ -59,7 +57,7 @@ void TLuaEngine::operator()() {
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auto ResultCheckThread = std::thread([&] {
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RegisterThread("ResultCheckThread");
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while (!mShutdown) {
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while (!Application::IsShuttingDown()) {
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std::unique_lock Lock(mResultsToCheckMutex);
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mResultsToCheckCond.wait_for(Lock, std::chrono::milliseconds(20));
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if (!mResultsToCheck.empty()) {
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@@ -79,10 +77,7 @@ void TLuaEngine::operator()() {
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});
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// event loop
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auto Before = std::chrono::high_resolution_clock::now();
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while (!mShutdown) {
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if (mLuaStates.size() == 0) {
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std::this_thread::sleep_for(std::chrono::seconds(100));
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}
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while (!Application::IsShuttingDown()) {
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{ // Timed Events Scope
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std::unique_lock Lock(mTimedEventsMutex);
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for (auto& Timer : mTimedEvents) {
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@@ -108,12 +103,18 @@ void TLuaEngine::operator()() {
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}
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}
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}
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const auto Expected = std::chrono::milliseconds(10);
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if (auto Diff = std::chrono::high_resolution_clock::now() - Before;
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Diff < Expected) {
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std::this_thread::sleep_for(Expected - Diff);
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if (mLuaStates.size() == 0) {
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beammp_trace("No Lua states, event loop running extremely sparsely");
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Application::SleepSafeSeconds(10);
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} else {
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beammp_trace("Event loop cannot keep up! Running " + std::to_string(Diff.count()) + "s behind");
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constexpr double NsFactor = 1000000.0;
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constexpr double Expected = 10.0; // ms
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const auto Diff = (std::chrono::high_resolution_clock::now() - Before).count() / NsFactor;
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if (Diff < Expected) {
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std::this_thread::sleep_for(std::chrono::nanoseconds(size_t((Expected - Diff) * NsFactor)));
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} else {
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beammp_tracef("Event loop cannot keep up! Running {}ms behind", Diff);
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}
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}
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Before = std::chrono::high_resolution_clock::now();
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}
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@@ -326,7 +327,7 @@ void TLuaEngine::EnsureStateExists(TLuaStateId StateId, const std::string& Name,
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std::unique_lock Lock(mLuaStatesMutex);
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if (mLuaStates.find(StateId) == mLuaStates.end()) {
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beammp_debug("Creating lua state for state id \"" + StateId + "\"");
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auto DataPtr = std::make_unique<StateThreadData>(Name, mShutdown, StateId, *this);
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auto DataPtr = std::make_unique<StateThreadData>(Name, StateId, *this);
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mLuaStates[StateId] = std::move(DataPtr);
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RegisterEvent("onInit", StateId, "onInit");
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if (!DontCallOnInit) {
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@@ -614,9 +615,8 @@ sol::table TLuaEngine::StateThreadData::Lua_JsonDecode(const std::string& str) {
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return table;
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}
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TLuaEngine::StateThreadData::StateThreadData(const std::string& Name, std::atomic_bool& Shutdown, TLuaStateId StateId, TLuaEngine& Engine)
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TLuaEngine::StateThreadData::StateThreadData(const std::string& Name, TLuaStateId StateId, TLuaEngine& Engine)
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: mName(Name)
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, mShutdown(Shutdown)
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, mStateId(StateId)
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, mState(luaL_newstate())
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, mEngine(&Engine) {
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@@ -819,7 +819,7 @@ void TLuaEngine::StateThreadData::RegisterEvent(const std::string& EventName, co
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void TLuaEngine::StateThreadData::operator()() {
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RegisterThread("Lua:" + mStateId);
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while (!mShutdown) {
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while (!Application::IsShuttingDown()) {
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{ // StateExecuteQueue Scope
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std::unique_lock Lock(mStateExecuteQueueMutex);
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if (!mStateExecuteQueue.empty()) {
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