feat: optimize game server tick loop performance
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@@ -15,6 +15,7 @@
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*/
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using System;
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using System.Diagnostics;
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using System.IO;
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using System.Threading;
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using Newtonsoft.Json;
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@@ -40,9 +41,9 @@ namespace Ragon.Relay
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var configuration = JsonConvert.DeserializeObject<RelayConfiguration>(data);
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var serverType = RagonServerConfiguration.GetServerType(configuration.ServerType);
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INetworkServer networkServer = new ENetServer();
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INetworkServer networkServer;
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IServerPlugin plugin = new RelayServerPlugin();
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switch (serverType)
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{
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case ServerType.ENET:
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@@ -51,6 +52,9 @@ namespace Ragon.Relay
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case ServerType.WEBSOCKET:
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networkServer = new WebSocketServer();
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break;
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default:
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networkServer = new ENetServer();
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break;
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}
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var serverConfiguration = new RagonServerConfiguration()
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@@ -67,13 +71,30 @@ namespace Ragon.Relay
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ServerTickRate = configuration.ServerTickRate,
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ServerAddress = configuration.ServerAddress,
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};
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var relay = new RagonServer(networkServer, plugin, serverConfiguration);
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relay.Start();
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var sw = Stopwatch.StartNew();
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var tickRateMs = 1000.0 / configuration.ServerTickRate;
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var nextTickMs = tickRateMs;
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while (relay.IsRunning)
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{
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relay.Tick();
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Thread.Sleep(1);
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var sleepTime = nextTickMs - sw.Elapsed.TotalMilliseconds;
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if (sleepTime > 0)
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{
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Thread.Sleep((int)sleepTime);
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}
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nextTickMs += tickRateMs;
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if (nextTickMs < sw.Elapsed.TotalMilliseconds)
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{
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nextTickMs = sw.Elapsed.TotalMilliseconds + tickRateMs;
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}
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}
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relay.Dispose();
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