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