From 6d326deafe28737177bf20d3e4ac2fea0594dbcd Mon Sep 17 00:00:00 2001 From: Jonathan G Rennison Date: Sun, 10 Mar 2019 19:20:11 +0000 Subject: [PATCH] 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) --- src/linkgraph/linkgraphschedule.cpp | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/src/linkgraph/linkgraphschedule.cpp b/src/linkgraph/linkgraphschedule.cpp index 25bbadd93e..67586c2a1a 100644 --- a/src/linkgraph/linkgraphschedule.cpp +++ b/src/linkgraph/linkgraphschedule.cpp @@ -15,6 +15,7 @@ #include "flowmapper.h" #include "../framerate_type.h" #include "../command_func.h" +#include "../network/network.h" #include #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(); + } } }