feat: optimize game server tick loop performance

This commit is contained in:
2025-10-05 23:28:09 +03:00
parent 5dd6aad913
commit 7c3a2dab89
2 changed files with 29 additions and 24 deletions
+25 -4
View File
@@ -15,6 +15,7 @@
*/
using System;
using System.Diagnostics;
using System.IO;
using System.Threading;
using Newtonsoft.Json;
@@ -40,9 +41,9 @@ namespace Ragon.Relay
var configuration = JsonConvert.DeserializeObject<RelayConfiguration>(data);
var serverType = RagonServerConfiguration.GetServerType(configuration.ServerType);
INetworkServer networkServer = new ENetServer();
INetworkServer networkServer;
IServerPlugin plugin = new RelayServerPlugin();
switch (serverType)
{
case ServerType.ENET:
@@ -51,6 +52,9 @@ namespace Ragon.Relay
case ServerType.WEBSOCKET:
networkServer = new WebSocketServer();
break;
default:
networkServer = new ENetServer();
break;
}
var serverConfiguration = new RagonServerConfiguration()
@@ -67,13 +71,30 @@ namespace Ragon.Relay
ServerTickRate = configuration.ServerTickRate,
ServerAddress = configuration.ServerAddress,
};
var relay = new RagonServer(networkServer, plugin, serverConfiguration);
relay.Start();
var sw = Stopwatch.StartNew();
var tickRateMs = 1000.0 / configuration.ServerTickRate;
var nextTickMs = tickRateMs;
while (relay.IsRunning)
{
relay.Tick();
Thread.Sleep(1);
var sleepTime = nextTickMs - sw.Elapsed.TotalMilliseconds;
if (sleepTime > 0)
{
Thread.Sleep((int)sleepTime);
}
nextTickMs += tickRateMs;
if (nextTickMs < sw.Elapsed.TotalMilliseconds)
{
nextTickMs = sw.Elapsed.TotalMilliseconds + tickRateMs;
}
}
relay.Dispose();