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https://github.com/DarkflameUniverse/DarkflameServer.git
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Public release of the DLU server code!
Have fun!
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124
dWorldServer/PerformanceManager.cpp
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124
dWorldServer/PerformanceManager.cpp
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#include "PerformanceManager.h"
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#include "UserManager.h"
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#define HIGH 16
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#define MEDIUM 33
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#define LOW 66
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#define SOCIAL { MEDIUM, LOW }
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#define BATTLE { HIGH, MEDIUM }
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#define BATTLE_INSTANCE { MEDIUM, LOW }
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#define RACE { MEDIUM, LOW }
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#define PROPERTY { LOW, LOW }
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PerformanceProfile PerformanceManager::m_CurrentProfile = SOCIAL;
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PerformanceProfile PerformanceManager::m_DefaultProfile = SOCIAL;
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PerformanceProfile PerformanceManager::m_InactiveProfile = { LOW, LOW };
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std::map<LWOMAPID, PerformanceProfile> PerformanceManager::m_Profiles = {
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// VE
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{ 1000, SOCIAL },
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// AG
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{ 1100, BATTLE },
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{ 1101, BATTLE_INSTANCE },
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{ 1102, BATTLE_INSTANCE },
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{ 1150, PROPERTY },
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{ 1151, PROPERTY },
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// NS
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{ 1200, SOCIAL },
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{ 1201, SOCIAL },
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{ 1203, RACE },
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{ 1204, BATTLE_INSTANCE },
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{ 1250, PROPERTY },
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{ 1251, PROPERTY },
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// GF
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{ 1300, BATTLE },
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{ 1302, BATTLE_INSTANCE },
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{ 1303, BATTLE_INSTANCE },
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{ 1350, PROPERTY },
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// FV
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{ 1400, BATTLE },
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{ 1402, BATTLE_INSTANCE },
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{ 1403, RACE },
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{ 1450, PROPERTY },
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// LUP
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{ 1600, SOCIAL },
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{ 1601, SOCIAL },
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{ 1602, SOCIAL },
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{ 1603, SOCIAL },
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{ 1604, SOCIAL },
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// LEGO Club
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{ 1700, SOCIAL },
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// AM
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{ 1800, BATTLE },
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// NT
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{ 1900, SOCIAL },
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// NJ
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{ 2000, BATTLE },
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{ 2001, BATTLE_INSTANCE },
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};
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PerformanceManager::PerformanceManager()
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{
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}
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PerformanceManager::~PerformanceManager()
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{
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}
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void PerformanceManager::SelectProfile(LWOMAPID mapID)
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{
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const auto pair = m_Profiles.find(mapID);
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if (pair == m_Profiles.end())
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{
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m_CurrentProfile = m_DefaultProfile;
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return;
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}
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m_CurrentProfile = pair->second;
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}
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uint32_t PerformanceManager::GetServerFramerate()
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{
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if (UserManager::Instance()->GetUserCount() == 0)
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{
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return m_InactiveProfile.serverFramerate;
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}
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return m_CurrentProfile.serverFramerate;
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}
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uint32_t PerformanceManager::GetPhysicsFramerate()
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{
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if (UserManager::Instance()->GetUserCount() == 0)
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{
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return m_InactiveProfile.physicsFramerate;
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}
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return m_CurrentProfile.physicsFramerate;
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}
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uint32_t PerformanceManager::GetPhysicsStepRate()
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{
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if (UserManager::Instance()->GetUserCount() == 0)
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{
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return 10; // Row physics at a really low framerate if the server is empty
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}
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return m_CurrentProfile.physicsFramerate / m_CurrentProfile.serverFramerate;
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}
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