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Does timers help to handle large checks?


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rhelgeby
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Old 01-03-2012 , 19:36   Re: Does timers help to handle large checks?
Reply With Quote #11

Close the profiler before opening a new file. It doesn't clear the list and you get duplicates. Also, these numbers doesn't look like usual. Did you convert these numbers? According to the profiler, the profile duration is 60 years...

It's easier to just upload the original xml-file.
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Richard Helgeby

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MindeLT
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Old 01-03-2012 , 20:00   Re: Does timers help to handle large checks?
Reply With Quote #12

Updated


Forum restrictions do not allow to upload .xml files.
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rhelgeby
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Old 01-03-2012 , 20:11   Re: Does timers help to handle large checks?
Reply With Quote #13

Just zip it. Is this the original unmodified log? It still have a profile duration of 60 years. I wouldn't trust these numbers.
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Richard Helgeby

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MindeLT
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Old 01-03-2012 , 20:31   Re: Does timers help to handle large checks?
Reply With Quote #14

I haven't modified anything. It's original log

P.S Uploaded .xml
Attached Files
File Type: 7z profile_1325634347.7z (952 Bytes, 61 views)
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rhelgeby
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Old 01-04-2012 , 06:20   Re: Does timers help to handle large checks?
Reply With Quote #15

Ok. The numbers in your screenshot is displayed as microseconds for some reason.

Your EventPlayerSpawn callback has a average time of 562 µs, which itself is pretty good. I forgot to take into consideration that this is called once per player. With 50 players it will require a total average time of 28 ms, so yeah, it will delay two frames alone when the round starts and everyone is spawning at once.

To not delay a frame you'd need to keep it below about 140 µs (7ms / 50 players). Try cache the value from FindSendPropOffs in a global variable. You can do this in OnPluginStart.

The question is whether that callback is worth optimizing. When the round starts a lot is happening anyways and in most cases people won't notice two delayed frames. However, if all plugin authors think like this, all player spawn callbacks in all plugins might make a significant delay.

EventWeaponFire: If 50 players fire 10 bullets/sec constantly this callback will use 37 ms in total average. If the server is a deathmatch server or something with huge amounts of ammo you might want to look at this callback too.

Otherwise the numbers look good. All your callbacks except two stay below one millisecond on average.
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Richard Helgeby

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Last edited by rhelgeby; 01-04-2012 at 06:23.
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MindeLT
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Old 01-04-2012 , 06:58   Re: Does timers help to handle large checks?
Reply With Quote #16

Thank you once more for explaining everything so detailed!
In my opinion, these notes should go to Wiki.
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