Merge pull request #211 from tyabus/hibernation
engine: restore sv_hibernate_when_empty cvar
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commit
e998499068
@ -80,8 +80,8 @@
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extern CNetworkStringTableContainer *networkStringTableContainerServer;
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extern CNetworkStringTableContainer *networkStringTableContainerClient;
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//void OnHibernateWhenEmptyChanged( IConVar *var, const char *pOldValue, float flOldValue );
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//ConVar sv_hibernate_when_empty( "sv_hibernate_when_empty", "1", 0, "Puts the server into extremely low CPU usage mode when no clients connected", OnHibernateWhenEmptyChanged );
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static void OnHibernateWhenEmptyChanged( IConVar *var, const char *pOldValue, float flOldValue );
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ConVar sv_hibernate_when_empty( "sv_hibernate_when_empty", "1", 0, "Puts the server into extremely low CPU usage mode when no clients connected", OnHibernateWhenEmptyChanged );
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//ConVar sv_hibernate_ms( "sv_hibernate_ms", "20", 0, "# of milliseconds to sleep per frame while hibernating" );
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//ConVar sv_hibernate_ms_vgui( "sv_hibernate_ms_vgui", "20", 0, "# of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend" );
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//static ConVar sv_hibernate_postgame_delay( "sv_hibernate_postgame_delay", "5", 0, "# of seconds to wait after final client leaves before hibernating.");
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@ -1541,13 +1541,13 @@ CPureServerWhitelist * CGameServer::GetPureServerWhitelist() const
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return m_pPureServerWhitelist;
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}
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//void OnHibernateWhenEmptyChanged( IConVar *var, const char *pOldValue, float flOldValue )
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//{
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// // We only need to do something special if we were preventing hibernation
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// // with sv_hibernate_when_empty but we would otherwise have been hibernating.
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// // In that case, punt all connected clients.
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// sv.UpdateHibernationState( );
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//}
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static void OnHibernateWhenEmptyChanged( IConVar *var, const char *pOldValue, float flOldValue )
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{
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// We only need to do something special if we were preventing hibernation
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// with sv_hibernate_when_empty but we would otherwise have been hibernating.
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// In that case, punt all connected clients.
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sv.UpdateHibernationState( );
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}
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static bool s_bExitWhenEmpty = false;
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static ConVar sv_memlimit( "sv_memlimit", "0", 0,
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@ -1753,8 +1753,7 @@ void CGameServer::UpdateHibernationState()
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s_bExitWhenEmpty = true;
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}
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//SetHibernating( sv_hibernate_when_empty.GetBool() && hibernateFromGCServer && !bHaveAnyClients );
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SetHibernating( hibernateFromGCServer && !bHaveAnyClients );
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SetHibernating( sv_hibernate_when_empty.GetBool() && hibernateFromGCServer && !bHaveAnyClients );
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}
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void CGameServer::FinishRestore()
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