(svn r27579) -Change [FS#6402]: Performance improvement for dedicated servers by skipping drawing calls earlier in the process. (JGR)

This commit is contained in:
frosch 2016-05-22 11:30:25 +00:00
parent ebb6e38075
commit cade383f9b
2 changed files with 8 additions and 0 deletions

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@ -23,6 +23,7 @@
#include "transport_type.h"
#include "group_type.h"
#include "base_consist.h"
#include "network/network.h"
#include <list>
#include <map>
@ -1072,6 +1073,9 @@ struct SpecializedVehicle : public Vehicle {
*/
inline void UpdateViewport(bool force_update, bool update_delta)
{
/* Skip updating sprites on dedicated servers without screen */
if (_network_dedicated) return;
/* Explicitly choose method to call to prevent vtable dereference -
* it gives ~3% runtime improvements in games with many vehicles */
if (update_delta) ((T *)this)->T::UpdateDeltaXY(this->direction);

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@ -3031,6 +3031,10 @@ void UpdateWindows()
w->ProcessHighlightedInvalidations();
}
/* Skip the actual drawing on dedicated servers without screen.
* But still empty the invalidation queues above. */
if (_network_dedicated) return;
static int we4_timer = 0;
int t = we4_timer + 1;