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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