_std/defines/lag.dm
UNTIL | Waits until a given condition is true, tg-style async |
---|---|
MIN_TICKLAG | min value ticklag can be |
OVERLOADED_WORLD_TICKLAG | max value ticklag can be |
SEMIOVERLOADED_WORLD_TICKLAG | where to start ticklag if many players present |
TICKLAG_DILATION_INC | how ticklag much to increase by when appropriate |
TICKLAG_DILATION_DEC | how much to decrease by when appropriate //MBCX I DONT KNOW WHY BUT MOST VALUES CAUSE ROUNDING ERRORS, ITS VERY IMPORTANT THAT THIS REMAINS 0.2 FIOR NOW |
TICKLAG_CPU_MAX | what cpu percent is too high in the dilation check |
TICKLAG_CPU_MIN | what cpu percent is low enough in the dilation check |
TICKLAG_MAPCPU_MAX | what map_cpu percent is too high in the dilation check |
TICKLAG_MAPCPU_MIN | what map_cpu percent is low enough in the dilation check |
TICKLAG_INCREASE_THRESHOLD | number of times the dilation check needs to see lag in a row to slow down the ticker |
TICKLAG_DECREASE_THRESHOLD | number of times to see no lag in a row to speed up the ticker |
TICKLAG_DILATE_INTERVAL | how often to check for time dilation, against world.time, so counted in game ticks. |
PRE_PROFILING_ENABLED | whether we want to profile in advance of a lagspike every tick to catch relevant lagspike info |
CPU_START_PROFILING_THRESHOLD | what value must world.cpu cross upwards to trigger automatic profiling |
CPU_START_PROFILING_IMMEDIATELY_THRESHOLD | what value must world.cpu cross upwards to trigger automatic profiling but this one ignores CPU_START_PROFILING_COUNT |
CPU_STOP_PROFILING_THRESHOLD | what value must world.cpu cross downwards to stop automatic profiling |
CPU_START_PROFILING_COUNT | how many ticks in a row does world.cpu needs to be above the threshold to start profiling |
CPU_STOP_PROFILING_COUNT | how many ticks in a row does world.cpu needs to be below the threshold to stop profiling |
CPU_PROFILING_ROUNDSTART_GRACE_PERIOD | how long the round needs to be in progress before we can start profiling |
TICK_TIME_PROFILING_THRESHOLD | even if world.cpu is normal if tick took this amount of time profiling will start |
OVERLOAD_PLAYERCOUNT | when pcount is above this number on round start, increase ticklag to OVERLOADED_WORLD_TICKLAG to try to maintain smoothness |
SEMIOVERLOAD_PLAYERCOUNT | when pcount is above this number on round start, increase ticklag to SEMIOVERLOADED_WORLD_TICKLAG to try to maintain smoothness |
OSHAN_LIGHT_OVERLOAD | when pcount is above this number on game load, dont generate lighting surrounding the station because it lags the map to heck |
SLOW_LIFE_PLAYERCOUNT | whenn pcount is >= this number, slow Life() processing a bit |
SLOWEST_LIFE_PLAYERCOUNT | whenn pcount is >= this number, slow Life() processing a lot |
DEFAULT_POOL_SIZE | How much stuff is allowed in the pools before the lifeguard throws them into the deletequeue instead. A shameful lifeguard. |
Define Details
CPU_PROFILING_ROUNDSTART_GRACE_PERIOD
how long the round needs to be in progress before we can start profiling
CPU_START_PROFILING_COUNT
how many ticks in a row does world.cpu needs to be above the threshold to start profiling
CPU_START_PROFILING_IMMEDIATELY_THRESHOLD
what value must world.cpu cross upwards to trigger automatic profiling but this one ignores CPU_START_PROFILING_COUNT
CPU_START_PROFILING_THRESHOLD
what value must world.cpu cross upwards to trigger automatic profiling
CPU_STOP_PROFILING_COUNT
how many ticks in a row does world.cpu needs to be below the threshold to stop profiling
CPU_STOP_PROFILING_THRESHOLD
what value must world.cpu cross downwards to stop automatic profiling
DEFAULT_POOL_SIZE
How much stuff is allowed in the pools before the lifeguard throws them into the deletequeue instead. A shameful lifeguard.
MIN_TICKLAG
min value ticklag can be
OSHAN_LIGHT_OVERLOAD
when pcount is above this number on game load, dont generate lighting surrounding the station because it lags the map to heck
OVERLOADED_WORLD_TICKLAG
max value ticklag can be
OVERLOAD_PLAYERCOUNT
when pcount is above this number on round start, increase ticklag to OVERLOADED_WORLD_TICKLAG to try to maintain smoothness
PRE_PROFILING_ENABLED
whether we want to profile in advance of a lagspike every tick to catch relevant lagspike info
SEMIOVERLOADED_WORLD_TICKLAG
where to start ticklag if many players present
SEMIOVERLOAD_PLAYERCOUNT
when pcount is above this number on round start, increase ticklag to SEMIOVERLOADED_WORLD_TICKLAG to try to maintain smoothness
SLOWEST_LIFE_PLAYERCOUNT
whenn pcount is >= this number, slow Life() processing a lot
SLOW_LIFE_PLAYERCOUNT
whenn pcount is >= this number, slow Life() processing a bit
TICKLAG_CPU_MAX
what cpu percent is too high in the dilation check
TICKLAG_CPU_MIN
what cpu percent is low enough in the dilation check
TICKLAG_DECREASE_THRESHOLD
number of times to see no lag in a row to speed up the ticker
TICKLAG_DILATE_INTERVAL
how often to check for time dilation, against world.time, so counted in game ticks.
TICKLAG_DILATION_DEC
how much to decrease by when appropriate //MBCX I DONT KNOW WHY BUT MOST VALUES CAUSE ROUNDING ERRORS, ITS VERY IMPORTANT THAT THIS REMAINS 0.2 FIOR NOW
TICKLAG_DILATION_INC
how ticklag much to increase by when appropriate
TICKLAG_INCREASE_THRESHOLD
number of times the dilation check needs to see lag in a row to slow down the ticker
TICKLAG_MAPCPU_MAX
what map_cpu percent is too high in the dilation check
TICKLAG_MAPCPU_MIN
what map_cpu percent is low enough in the dilation check
TICK_TIME_PROFILING_THRESHOLD
even if world.cpu is normal if tick took this amount of time profiling will start
UNTIL
Waits until a given condition is true, tg-style async