DarkflameServer/dWorldServer/PerformanceManager.cpp

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#include "PerformanceManager.h"
#include "UserManager.h"
#define HIGH 16
#define MEDIUM 33
#define LOW 66
#define SOCIAL { MEDIUM, LOW }
#define BATTLE { HIGH, MEDIUM }
#define BATTLE_INSTANCE { MEDIUM, LOW }
#define RACE { MEDIUM, LOW }
#define PROPERTY { LOW, LOW }
PerformanceProfile PerformanceManager::m_CurrentProfile = SOCIAL;
PerformanceProfile PerformanceManager::m_DefaultProfile = SOCIAL;
PerformanceProfile PerformanceManager::m_InactiveProfile = { LOW, LOW };
std::map<LWOMAPID, PerformanceProfile> PerformanceManager::m_Profiles = {
// VE
{ 1000, SOCIAL },
// AG
{ 1100, BATTLE },
{ 1101, BATTLE_INSTANCE },
{ 1102, BATTLE_INSTANCE },
{ 1150, PROPERTY },
{ 1151, PROPERTY },
// NS
{ 1200, SOCIAL },
{ 1201, SOCIAL },
{ 1203, RACE },
{ 1204, BATTLE_INSTANCE },
{ 1250, PROPERTY },
{ 1251, PROPERTY },
// GF
{ 1300, BATTLE },
{ 1302, BATTLE_INSTANCE },
{ 1303, BATTLE_INSTANCE },
{ 1350, PROPERTY },
// FV
{ 1400, BATTLE },
{ 1402, BATTLE_INSTANCE },
{ 1403, RACE },
{ 1450, PROPERTY },
// LUP
{ 1600, SOCIAL },
{ 1601, SOCIAL },
{ 1602, SOCIAL },
{ 1603, SOCIAL },
{ 1604, SOCIAL },
// LEGO Club
{ 1700, SOCIAL },
// AM
{ 1800, BATTLE },
// NT
{ 1900, SOCIAL },
// NJ
{ 2000, BATTLE },
{ 2001, BATTLE_INSTANCE },
};
PerformanceManager::PerformanceManager()
{
}
PerformanceManager::~PerformanceManager()
{
}
void PerformanceManager::SelectProfile(LWOMAPID mapID)
{
const auto pair = m_Profiles.find(mapID);
if (pair == m_Profiles.end())
{
m_CurrentProfile = m_DefaultProfile;
return;
}
m_CurrentProfile = pair->second;
}
uint32_t PerformanceManager::GetServerFramerate()
{
if (UserManager::Instance()->GetUserCount() == 0)
{
return m_InactiveProfile.serverFramerate;
}
return m_CurrentProfile.serverFramerate;
}
uint32_t PerformanceManager::GetPhysicsFramerate()
{
if (UserManager::Instance()->GetUserCount() == 0)
{
return m_InactiveProfile.physicsFramerate;
}
return m_CurrentProfile.physicsFramerate;
}
uint32_t PerformanceManager::GetPhysicsStepRate()
{
if (UserManager::Instance()->GetUserCount() == 0)
{
return 10; // Row physics at a really low framerate if the server is empty
}
return m_CurrentProfile.physicsFramerate / m_CurrentProfile.serverFramerate;
}