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I always use curtime.. I've only really ever seen Valve use curtime and to
be honest I didn't know realtime existed.

I've never had any problems with curtime.


On 5/14/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> 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
> > > > >>>> >>>
> > > > >>>> >>>
> > > > _______________________________________________
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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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