Change: [Linkgraph] Only acquire thread join performance measurements on network clients

Network servers and single player clients do not block on thread joins
due to instead pausing shortly before the join is due.
This commit is contained in:
Jonathan G Rennison 2019-03-10 19:20:11 +00:00 committed by Patric Stout
parent 0c5dc5d41e
commit 7f0fefddcf
1 changed files with 8 additions and 2 deletions

View File

@ -15,6 +15,7 @@
#include "flowmapper.h"
#include "../framerate_type.h"
#include "../command_func.h"
#include "../network/network.h"
#include "../safeguards.h"
@ -206,8 +207,13 @@ void OnTick_LinkGraph()
if (offset == 0) {
LinkGraphSchedule::instance.SpawnNext();
} else if (offset == _settings_game.linkgraph.recalc_interval / 2) {
PerformanceMeasurer framerate(PFE_GL_LINKGRAPH);
LinkGraphSchedule::instance.JoinNext();
if (!_networking || _network_server) {
PerformanceMeasurer::SetInactive(PFE_GL_LINKGRAPH);
LinkGraphSchedule::instance.JoinNext();
} else {
PerformanceMeasurer framerate(PFE_GL_LINKGRAPH);
LinkGraphSchedule::instance.JoinNext();
}
}
}