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Merge pull request #8328 from ZappoMan/punishSlowScripts
Fix punished scripts stopping behavior and application shutdown while scripts being punished
This commit is contained in:
commit
a9c6d69aa6
2 changed files with 13 additions and 9 deletions
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@ -4685,7 +4685,8 @@ void Application::packetSent(quint64 length) {
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void Application::registerScriptEngineWithApplicationServices(ScriptEngine* scriptEngine) {
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void Application::registerScriptEngineWithApplicationServices(ScriptEngine* scriptEngine) {
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scriptEngine->setEmitScriptUpdatesFunction([this]() {
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scriptEngine->setEmitScriptUpdatesFunction([this]() {
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return isPhysicsEnabled();
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SharedNodePointer entityServerNode = DependencyManager::get<NodeList>()->soloNodeOfType(NodeType::EntityServer);
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return !entityServerNode || isPhysicsEnabled();
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});
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});
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// setup the packet senders and jurisdiction listeners of the script engine's scripting interfaces so
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// setup the packet senders and jurisdiction listeners of the script engine's scripting interfaces so
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@ -839,21 +839,24 @@ void ScriptEngine::run() {
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// calculate a sleepUntil to be the time from our start time until the original target
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// calculate a sleepUntil to be the time from our start time until the original target
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// sleepUntil for this frame.
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// sleepUntil for this frame.
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const std::chrono::microseconds FRAME_DURATION(USECS_PER_SECOND / SCRIPT_FPS + 1);
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const std::chrono::microseconds FRAME_DURATION(USECS_PER_SECOND / SCRIPT_FPS + 1);
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clock::time_point sleepUntil(startTime + thisFrame++ * FRAME_DURATION);
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clock::time_point targetSleepUntil(startTime + thisFrame++ * FRAME_DURATION);
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// However, if our sleepUntil is not at least our average update time into the future
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// However, if our sleepUntil is not at least our average update time into the future
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// it means our script is taking too long in it's updates, and we want to punish the
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// it means our script is taking too long in it's updates, and we want to punish the
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// script a little bit. So we will force the sleepUntil to be at least our averageUpdate
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// script a little bit. So we will force the sleepUntil to be at least our averageUpdate
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// time into the future.
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// time into the future.
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auto wouldSleep = (sleepUntil - clock::now());
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auto averageUpdate = totalUpdates / thisFrame;
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auto avgerageUpdate = totalUpdates / thisFrame;
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auto sleepUntil = std::max(targetSleepUntil, beforeSleep + averageUpdate);
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if (wouldSleep < avgerageUpdate) {
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// We don't want to actually sleep for too long, because it causes our scripts to hang
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sleepUntil = beforeSleep + avgerageUpdate;
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// on shutdown and stop... so we want to loop and sleep until we've spent our time in
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// purgatory, constantly checking to see if our script was asked to end
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while (!_isFinished && clock::now() < sleepUntil) {
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QCoreApplication::processEvents(); // before we sleep again, give events a chance to process
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auto thisSleepUntil = std::min(sleepUntil, clock::now() + FRAME_DURATION);
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std::this_thread::sleep_until(thisSleepUntil);
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}
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}
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std::this_thread::sleep_until(sleepUntil);
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#ifdef SCRIPT_DELAY_DEBUG
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#ifdef SCRIPT_DELAY_DEBUG
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{
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{
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auto actuallySleptUntil = clock::now();
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auto actuallySleptUntil = clock::now();
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@ -865,7 +868,7 @@ void ScriptEngine::run() {
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qCDebug(scriptengine) <<
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qCDebug(scriptengine) <<
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"Frame:" << thisFrame <<
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"Frame:" << thisFrame <<
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"Slept (us):" << std::chrono::duration_cast<std::chrono::microseconds>(actuallySleptUntil - beforeSleep).count() <<
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"Slept (us):" << std::chrono::duration_cast<std::chrono::microseconds>(actuallySleptUntil - beforeSleep).count() <<
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"Avg Updates (us):" << avgerageUpdate.count() <<
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"Avg Updates (us):" << averageUpdate.count() <<
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"FPS:" << fps;
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"FPS:" << fps;
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}
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}
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}
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}
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