I've found that this bug seems to actually have two components, neither of 
which the mod has seemingly any control over.

The first I mentioned below is that realtime will stand still before periods up 
to 1 seconds or so if something else on the box is using lots of CPU.

There is a second, rarer bug in the engine where realtime will begin advancing 
more slowly.  It is moving forward monotonically, but at a rate of increase of 
about 1/10th normal.  Strangely this bug seems to fix itself if more players 
join the server.  Ie, 2 players will be on and the bug suddenly occurs.  The 
bug will then last for maybe 5 or 15 minutes, and then when someone else joins, 
the core engine wakes up and fixes the bug.

At 2006/03/08 10:49 PM, [EMAIL PROTECTED] wrote:
>I first noticed a symptom of this about a year ago when I first began using 
>the HL2 SDK.  It wasn't until the last couple days though that I realized 
>exactly what was going on.
>
>Occasionally gpGlobals->realtime will stand still for some period of time.  As 
>far as I can tell this is outside the mod's control so I guess it's another 
>bug in the srcds core, similar, but seemingly distinct from the famous 
>vphysics bug.  It's seemingly similar in that the some animations can get 
>screwed up if they rely on gpGlobals->realtime.
>
>It's easy to repro lots of little stops - just run some other program that 
>uses 100% cpu.  Sometimes it will stop or slow way down for minutes at a time. 
> It's unclear though what causes the leap from lots of little stops to 
>long-term slowdown and stops.
>
>Is there any way to fix this?
>
>I was considering going through all the places that currently rely on 
>gpGlobals->realtime, and switching them to use system clock time or something, 
>but it doesn't seem like a realistic solution.
>
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