CS:GO server plugins have to be recompiled to match global vars and net channel
change in this update, highlighted below [**]
As the community noticed we have switched our Linux version of srcds_linux to
call a more precise sleeping function - nanosleep, and when server is meeting
tickrate and the call is not interrupted by a signal it should be only called
once per frame and more efficiently suspend the process main thread until the
start of next server frame. The frame start std deviation on net channel will
show fluctuations of OS CPU scheduling for waking up the main server thread at
the beginning of the next frame which is typically a fraction of a millisecond.
Server frame time in net graph display will now report duration of the server
simulation phase on the main thread and std deviation of that so on 64-tick
servers simulation phase should not exceed 1/64th of a second ~=16 ms to meet
the required server tickrate.
Thanks,
-Vitaliy
[**]
class CGlobalVarsBase
{
...===...
// Absolute frame counter - continues to increase even if game
is paused
int
framecount;
// Non-paused frametime
float absoluteframetime;
+++ float
absoluteframestarttimestddev;
abstract_class INetChannel : public INetChannelInfo
...===...
virtual void SetRemoteFramerate( float flFrameTime,
float flFrameTimeStdDeviation, float flFrameStartTimeStdDeviation ) = 0;
class INetChannelInfo
...===...
virtual void GetRemoteFramerate( float
*pflFrameTime, float *pflFrameTimeStdDeviation, float
*pflFrameStartTimeStdDeviation ) const = 0;
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