Change: [Linkgraph] Only acquire thread join performance measurements on network clients

Network servers and single player clients do not block on thread joins
due to instead pausing shortly before the join is due.

(cherry picked from commit a5697ddeeb43c64ae6cac25581022efcf8e107bd)
This commit is contained in:
Jonathan G Rennison
2019-03-10 19:20:11 +00:00
parent 741237a94a
commit 6d326deafe

View File

@@ -15,6 +15,7 @@
#include "flowmapper.h"
#include "../framerate_type.h"
#include "../command_func.h"
#include "../network/network.h"
#include <algorithm>
#include "../safeguards.h"
@@ -359,8 +360,13 @@ void OnTick_LinkGraph()
if (offset == 0) {
LinkGraphSchedule::instance.SpawnNext();
} else if (offset == interval / 2) {
PerformanceMeasurer framerate(PFE_GL_LINKGRAPH);
LinkGraphSchedule::instance.JoinNext();
if (!_networking || _network_server) {
PerformanceMeasurer::SetInactive(PFE_GL_LINKGRAPH);
LinkGraphSchedule::instance.JoinNext();
} else {
PerformanceMeasurer framerate(PFE_GL_LINKGRAPH);
LinkGraphSchedule::instance.JoinNext();
}
}
}