Well i ask becuase BK warns not to use realtime all
but with perf testing, and then doubts himself with
that.

I am not on a MP mod team at this time, but am working
on my own SP mod, based on the Nightfall game play
engine that wrayith, and myself programmed.

Adam

--- Nick <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> try it, see how well it works for you... LOL
>
> On 5/14/06, Adam amckern Mckern <[EMAIL PROTECTED]>
> wrote:
> >
> > So BK,
> >
> > It would be best for all of us working on MP based
> > mod's to find and replace every instance of
> realtime
> > with curtime?
> >
> > Adam
> >
> >
> >
> > --- [EMAIL PROTECTED] wrote:
> >
> > > FYI all, since dumping ->realtime in favor of
> > > ->curtime I have not seen the serious form of
> this
> > > repro.  The bug was intermittent, so it could be
> > > luck, but it's been about 2 weeks, so it's
> looking
> > > like that was the only bug.
> > >
> > > Just a heads-up to anyone thinking of using
> realtime
> > > for anything other than maybe perf testing,
> don't.
> > > (And even that use is questionable.)
> > >
> > > -bk
> > >
> > > At 2006/04/18 06:42 PM,
> > > [EMAIL PROTECTED] wrote:
> > > >No, I do not need real time accuracy.  I just
> need
> > > to know how the game thinks time is advancing
> each
> > > tick.  To give an example, I'm using
> > > gpGlobals->realtime to set a stamp and change
> the
> > > weird feature where you can switch weapons over
> and
> > > over almost limitlessly fast in HL2 DM.
> > > >
> > > >I left it running overnight with curtime and
> didn't
> > > get any odd curtimes (well, except for the level
> > > changes, but that's ok.)  Thanks again - this
> seems
> > > resolve the second biggest SDK issue I know of,
> > > which has been a source of user complaints for a
> > > quite a while.
> > > >
> > > >-bk
> > > >
> > > >At 2006/04/17 11:36 PM, Yahn Bernier wrote:
> > > >>Yes.  Curtime is the server's clock, which is
> > > bounded by the tick
> > > >>interval and smoothly increases in each call
> to
> > > GameFrame.  If the
> > > >>actuall time for a frame takes longer than one
> > > tick interval, then you
> > > >>can have multiple calls to GameFrame (with
> > > advancing curtime) but only
> > > >>get a single update to gpGlobals->realtime.
> If
> > > you need sub-frame clock
> > > >>accuracy (only useful for perf. Analysis
> really),
> > > then use
> > > >>Plat_FloatTime() which is independent of
> > > gpGlobals->realtime and
> > > >>->curtime.  Otherwise, if you need a clock,
> > > ->curtime is good enough,
> > > >>but does reset between levels.
> > > gpGlobals->realtime does not, but,
> > > >>again, it only gets advanced at the start of a
> > > frame (as opposed to each
> > > >>tick).
> > > >>
> > > >>Yahn
> > > >>
> > > >>-----Original Message-----
> > > >>From: [EMAIL PROTECTED]
> > > >>[mailto:[EMAIL PROTECTED]
> On
> > > Behalf Of
> > > >>[EMAIL PROTECTED]
> > > >>Sent: Monday, April 17, 2006 8:16 PM
> > > >>To: [email protected]
> > > >>Subject: RE: [hlcoders] gpGlobals->realtime
> > > standing still
> > > >>
> > > >>Thanks much.  When you say curtime "will
> reflect
> > > the 0.015 increments
> > > >>per tick", it sounds like you're saying that
> > > realtime is broken in this
> > > >>regard and I should use curtime instead?
> That's
> > > ok, but please confirm,
> > > >>as I will need to do a lot of search and
> replace.
> > > >>
> > > >>I've run a few tests and curtime always seems
> > > consistent and monotonic,
> > > >>however it seems that curtime doesn't start
> moving
> > > until the map loads,
> > > >>and is reset on map load.  Is that the
> expected
> > > behavior?
> > > >>
> > > >>-bk
> > > >>
> > > >>At 2006/04/13 12:33 PM, Yahn Bernier wrote:
> > > >>>gpGlobals->curtime will reflect the 0.015
> > > increments per tick.
> > > >>>Plat_FloatTime() will resample the high perf
> > > clock.
> > > >>>
> > > >>>Yahn
> > > >>>
> > > >>>-----Original Message-----
> > > >>>From: [EMAIL PROTECTED]
> > >
> >>>[mailto:[EMAIL PROTECTED] On
> > > Behalf Of Jay Stelly
> > > >>>Sent: Thursday, April 13, 2006 10:21 AM
> > > >>>To: [email protected]
> > > >>>Subject: RE: [hlcoders] gpGlobals->realtime
> > > standing still
> > > >>>
> > > >>>Yahn found this one - realtime is only
> integrated
> > > once per sever frame.
> > > >>>Game frame is called once per server tick.
> When
> > > you run something that
> > > >>>uses 100% CPU the server gets starved, then
> tries
> > > to make up the time
> > > >>>all in one frame.  It's a little more complex
> > > than that because there's
> > > >>>a cap on the sim time it will try to execute
> in
> > > one frame, but ignoring
> > > >>>that:
> > > >>>
> > > >>>The first GameFrame() has the complete update
> to
> > > realtime, then the
> > > >>>subsequent calls don't change because you're
> > > still running ticks to
> > > >>>catch up.
> > > >>>
> > > >>>So in this example:
> > > >>>> >odd realtime 11168195898843186 105.437195
> > > 105.486000 0.015000
> > > >>>> >odd realtime 11168195901330214 105.486000
> > > 105.486000 0.015000
> > > >>>> >odd realtime 11168195904200006 105.486000
> > > 105.486000 0.015000
> > > >>>
> > > >>>Frame 2 has a 49ms jump in realtime, and
> frame 3
> > > has the realtime the
> > > >>>same because each tick is 15 ms, so you need
> to
> > > run multiple ticks to
> > > >>>catch up.
> > > >>>
> > > >>>We can change it to make it more incremental,
> but
> > > you're not actually
> > > >>>losing any time (at least I can't see any in
> this
> > > data).
> > > >>>
> > > >>>Jay
> > > >>>
> > > >>>
> > > >>>> -----Original Message-----
> > > >>>> From: [EMAIL PROTECTED]
> > > >>>>
> [mailto:[EMAIL PROTECTED]
> > > On Behalf Of
> > > >>>> [EMAIL PROTECTED]
> > > >>>> Sent: Wednesday, April 12, 2006 9:06 PM
> > > >>>> To: [email protected]
> > > >>>> Subject: RE: [hlcoders] gpGlobals->realtime
> > > standing still
> > > >>>>
> > > >>>> Oh yea forgot to say it's an intel p4
> single
> > > proc with HT enabled.
> > > >>>>
> > > >>>> Here's one that repeated 6 times lasting 5
> > > ms...
> > > >>>>
> > > >>>> odd realtime 11172032919604142 1479.026855
> > > 1479.368408 0.015000
> > > >>>> odd realtime 11172032923627014 1479.368408
> > > 1479.368408 0.015000
> > > >>>> odd realtime 11172032926027614 1479.368408
> > > 1479.368408 0.015000
> > > >>>> odd realtime 11172032930865690 1479.368408
> > > 1479.368408 0.015000
> > > >>>> odd realtime 11172032932857506 1479.368408
> > > 1479.368408 0.015000
> > > >>>> odd realtime 11172032936032430 1479.368408
> > > 1479.368408 0.015000
> > > >>>> odd realtime 11172032937616626 1479.368408
> > > 1479.368408 0.015000
> > > >>>>
> > > >>>> At 2006/04/12 10:45 PM,
> > > [EMAIL PROTECTED] wrote:
> > > >>>> >Using the 100% cpu method that always
> breaks
> > > rather easily,
> > > >>>> I get results as follows, from the code
> below.
> > > It usually
> > > >>>> occurs in groups of 2 or 3.  The long-term
> > > slowdown may take
> > > >>>> several days to repro again.  In this case
> you
> > > see realtime
> > > >>>> being frozen for 2 milliseconds, calling
> > > GameFrame 3 times
> > > >>>> with the same value:
> > > >>>> >
> > > >>>> >odd realtime 11168195898843186 105.437195
> > > 105.486000 0.015000
> > > >>>> >odd realtime 11168195901330214 105.486000
> > > 105.486000 0.015000
> > > >>>> >odd realtime 11168195904200006 105.486000
> > > 105.486000 0.015000
> > > >>>> >
> > > >>>> >-----
> > > >>>> >
> > > >>>> >void CServerGameDLL::GameFrame( bool
> > > simulating )
> > > >>>> >{
> > > >>>> >#if defined(DEBUG)
> > > >>>> >    static float last_realtime = 0;
> > > >>>> >    if (
> > > >>>> >           (gpGlobals->realtime -
> > > last_realtime <
> > > >>>> gpGlobals->frametime / 3)
> > > >>>> >        || (gpGlobals->realtime -
> > > last_realtime >
> > > >>>> gpGlobals->frametime * 3)
> > > >>>> >    ) {
> > > >>>> >        LARGE_INTEGER PerformanceCount;
> > > >>>> >
> > >
> assert(QueryPerformanceCounter(&PerformanceCount));
> > > >>>> >        Msg("odd realtime %I64d %f %f
> %f\n",
> > > >>>> PerformanceCount, last_realtime,
> > > gpGlobals->realtime,
> > > >>>> gpGlobals->frametime);
> > > >>>> >    }
> > > >>>> >    assert(gpGlobals->frametime >= 0.0);
> > > >>>> >    assert(gpGlobals->frametime < .03);
> > > >>>> >    last_realtime = gpGlobals->realtime;
> > > >>>> >#endif
> > > >>>> >
> > > >>>> >At 2006/04/12 12:14 PM, Jay Stelly wrote:
> > > >>>> >>The master game clock is driven by
> > > >>>> QueryPerformanceCounter() on win32
> > > >>>> >>and gettimeofday() on linux.
> > > >>>> >>
> > > >>>> >>Still, we have had reports of clock
> issues
> > > with QPC() (not this
> > > >>>> >>particular issue however) on AMD x2
> systems
> > > that were fixed
> > > >>>> by forcing
> > > >>>> >>affinity.  Also, for winxp/xp64 there is
> a
> > > chipset driver
> > > >>>> update that
> > > >>>> >>AMD recommends installing to address some
> > > timing issues.  I
> > > >>>> don't have
> > > >>>> >>the info from AMD handy, but someone has
> > > written about it here (and
> > > >>>> >>provides links to downloads):
> > > >>>>
> > >
> >
>
>>http://ucguides.savagehelp.com/Quake4/FAQ_DualCore.htm#AMD
> > > >>>> >>
> > > >>>> >>RDTSC is used for the +showbudget panel.
> > > There are some issues
> > > >>with
> > > >>>> >>that on AMD x2 systems, but that is
> limited
> > > to the profiling code.
> > > >>>> >>
> > > >>>> >>Jay
> > > >>>> >>
> > > >>>> >>
> > > >>>> >>> -----Original Message-----
> > > >>>> >>> From:
> [EMAIL PROTECTED]
> > > >>>> >>>
> > > [mailto:[EMAIL PROTECTED]
> On
> > > Behalf Of
> > > >>>> >>> Jeffrey "botman" Broome
> > > >>>> >>> Sent: Wednesday, April 12, 2006 6:36 AM
> > > >>>> >>> To: [email protected]
> > > >>>> >>> Subject: Re: [hlcoders]
> gpGlobals->realtime
> > > standing still
> > > >>>> >>>
> > > >>>> >>> Jay Stelly wrote:
> > > >>>> >>> > What platform? (linux/win32)?  On
> linux
> > > realtime is just
> > > >>>> >>> accumulating
> > > >>>> >>> > changes from repeated calls to
> > > gettimeofday() Have you compared
> > > >>>> >>> > gpGlobals->realtime to the output of
> > > Plat_FloatTime() ?
> > > >>>> >>> Are they both
> > > >>>> >>> > slow/stopped or just realtime?
> > > >>>> >>> >
> > > >>>> >>> > Has anyone else encountered this
> problem?
> > > >>>> >>>
> > > >>>> >>> ...also, what CPU (Intel or AMD)?  Are
> you
> > > running multiple
> > > >>>> >>> cores and/or CPUs?  I remember recently
> > > reading about an AMD
> > > >>>> >>> problem with multiple cores (or was it
> > > multiple CPUs) where
> > > >>>> >>> the RDTSC instruction's time wasn't
> > > syncronized between
> > > >>>> >>> CPUs/cores so when called once by code,
> it
> > > would return the
> > > >>>> >>> ticks from core 0, when called again,
> it
> > > would return the
> > > >>>> >>> ticks from core 1 (which could be
> > > different).  This would
> > > >>>> >>> make the system appear to jump ahead in
> > > time and/or go back
> > > >>>> >>> in time.  If HL2 is using RDTSC instead
> of
> > > >>>> >>> QueryPerformanceCounter(), it could get
> odd
> > > results on AMD
> > > >>>> >>> multi-CPU systems.  If memory serves
> > > correctly, Windows
> > > >>>> >>> forces QueryPerformanceCounter() to
> always
> > > run on CPU 0, so
> > > >>>> >>> you don't get any discrepancy between
> > > calls.
> > > >>>> >>>
> > > >>>> >>> --
> > > >>>> >>> Jeffrey "botman" Broome
> > > >>>> >>>
> > > >>>> >>>
> > > _______________________________________________
> > > >>>> >>> To unsubscribe, edit your list
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> > > or view the list
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> > > >>>> >>>
> > >
> >
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>>> >>>
> > > >>>> >>>
> > > >>>> >>
> > > >>>>
> > >
> >>_______________________________________________
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> > >
> >
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> >
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> > > >>please visit:
> > >
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> > > >>
> > >
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> > > >>please visit:
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> >
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> > > >>
> > >
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> > >
> > >
> >
> > --------
> > My Website http://www.ammahls.com
> >    Lead Programer NightFall
> http://www.nightfallmod.net
> >       Developer of CST and ZHLT 3.0
> http://www.zhlt.info
> >          Team Lead - Prime -
> http://www.nigredostudios.com
> >
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>

--------
My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
      Developer of CST and ZHLT 3.0 http://www.zhlt.info
         Team Lead - Prime - http://www.nigredostudios.com

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