mirror of
https://github.com/nillerusr/source-engine.git
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425 lines
12 KiB
C++
425 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "serverbenchmark_base.h"
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#include "props.h"
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#include "filesystem.h"
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#include "tier0/icommandline.h"
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// Server benchmark. Only works on specified maps.
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// Lasts for N ticks.
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// Enable sv_stressbots.
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// Create 20 players and move them around and have them shoot.
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// At the end, report the # seconds it took to complete the test.
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// Don't start measuring for the first N ticks to account for HD load.
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static ConVar sv_benchmark_numticks( "sv_benchmark_numticks", "3300", 0, "If > 0, then it only runs the benchmark for this # of ticks." );
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static ConVar sv_benchmark_autovprofrecord( "sv_benchmark_autovprofrecord", "0", 0, "If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof." );
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static float s_flBenchmarkStartWaitSeconds = 3; // Wait this many seconds after level load before starting the benchmark.
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static int s_nBenchmarkBotsToCreate = 22; // Create this many bots.
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static int s_nBenchmarkBotCreateInterval = 50; // Create a bot every N ticks.
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static int s_nBenchmarkPhysicsObjects = 100; // Create this many physics objects.
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static double Benchmark_ValidTime()
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{
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bool bOld = Plat_IsInBenchmarkMode();
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Plat_SetBenchmarkMode( false );
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double flRet = Plat_FloatTime();
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Plat_SetBenchmarkMode( bOld );
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return flRet;
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}
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// ---------------------------------------------------------------------------------------------- //
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// CServerBenchmark implementation.
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// ---------------------------------------------------------------------------------------------- //
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class CServerBenchmark : public IServerBenchmark
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{
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public:
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CServerBenchmark()
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{
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m_BenchmarkState = BENCHMARKSTATE_NOT_RUNNING;
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// The benchmark should always have the same seed and do exactly the same thing on the same ticks.
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m_RandomStream.SetSeed( 1111 );
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}
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virtual bool StartBenchmark()
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{
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bool bBenchmark = (CommandLine()->FindParm( "-sv_benchmark" ) != 0);
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return InternalStartBenchmark( bBenchmark, s_flBenchmarkStartWaitSeconds );
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}
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// nBenchmarkMode: 0 = no benchmark
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// 1 = benchmark
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// 2 = exit out afterwards and write sv_benchmark.txt
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bool InternalStartBenchmark( int nBenchmarkMode, float flCountdown )
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{
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bool bWasRunningBenchmark = (m_BenchmarkState != BENCHMARKSTATE_NOT_RUNNING);
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if ( nBenchmarkMode == 0 )
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{
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// Tear down the previous benchmark environment if necessary.
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if ( bWasRunningBenchmark )
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EndBenchmark();
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return false;
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}
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m_nBenchmarkMode = nBenchmarkMode;
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if ( !CServerBenchmarkHook::s_pBenchmarkHook )
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Error( "This game doesn't support server benchmarks (no CServerBenchmarkHook found)." );
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m_BenchmarkState = BENCHMARKSTATE_START_WAIT;
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m_flBenchmarkStartTime = Plat_FloatTime();
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m_flBenchmarkStartWaitTime = flCountdown;
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m_nBotsCreated = 0;
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m_nStartWaitCounter = -1;
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// Setup the benchmark environment.
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engine->SetDedicatedServerBenchmarkMode( true ); // Run 1 tick per frame and ignore all timing stuff.
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// Tell the game-specific hook that we're starting.
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CServerBenchmarkHook::s_pBenchmarkHook->StartBenchmark();
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CServerBenchmarkHook::s_pBenchmarkHook->GetPhysicsModelNames( m_PhysicsModelNames );
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return true;
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}
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virtual void UpdateBenchmark()
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{
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// No benchmark running?
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if ( m_BenchmarkState == BENCHMARKSTATE_NOT_RUNNING )
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return;
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// Wait a certain number of ticks to start the benchmark.
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if ( m_BenchmarkState == BENCHMARKSTATE_START_WAIT )
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{
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if ( (Plat_FloatTime() - m_flBenchmarkStartTime) < m_flBenchmarkStartWaitTime )
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{
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UpdateStartWaitCounter();
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return;
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}
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else
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{
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// Ok, now we're officially starting it.
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Msg( "Starting benchmark!\n" );
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m_flLastBenchmarkCounterUpdate = m_flBenchmarkStartTime = Plat_FloatTime();
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m_fl_ValidTime_BenchmarkStartTime = Benchmark_ValidTime();
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m_nBenchmarkStartTick = gpGlobals->tickcount;
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m_nLastPhysicsObjectTick = m_nLastPhysicsForceTick = 0;
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m_BenchmarkState = BENCHMARKSTATE_RUNNING;
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StartVProfRecord();
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RandomSeed( 0 );
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m_RandomStream.SetSeed( 0 );
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}
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}
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int nTicksRunSoFar = gpGlobals->tickcount - m_nBenchmarkStartTick;
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UpdateBenchmarkCounter();
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// Are we finished with the benchmark?
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if ( nTicksRunSoFar >= sv_benchmark_numticks.GetInt() )
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{
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EndVProfRecord();
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OutputResults();
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EndBenchmark();
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return;
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}
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// Ok, update whatever we're doing in the benchmark.
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UpdatePlayerCreation();
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UpdateVPhysicsObjects();
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CServerBenchmarkHook::s_pBenchmarkHook->UpdateBenchmark();
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}
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void StartVProfRecord()
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{
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if ( sv_benchmark_autovprofrecord.GetInt() )
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{
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engine->ServerCommand( "vprof_record_start benchmark\n" );
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engine->ServerExecute();
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}
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}
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void EndVProfRecord()
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{
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if ( sv_benchmark_autovprofrecord.GetInt() )
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{
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engine->ServerCommand( "vprof_record_stop\n" );
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engine->ServerExecute();
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}
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}
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virtual void EndBenchmark( void )
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{
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// Write out the results if we're running the build scripts.
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float flRunTime = Benchmark_ValidTime() - m_fl_ValidTime_BenchmarkStartTime;
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if ( m_nBenchmarkMode == 2 )
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{
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FileHandle_t fh = filesystem->Open( "sv_benchmark_results.txt", "wt", "DEFAULT_WRITE_PATH" );
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// If this file doesn't get written out, then the build script will generate an email that there's a problem somewhere.
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if ( fh )
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{
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filesystem->FPrintf( fh, "sv_benchmark := %.2f\n", flRunTime );
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}
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filesystem->Close( fh );
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// Quit out.
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engine->ServerCommand( "quit\n" );
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}
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m_BenchmarkState = BENCHMARKSTATE_NOT_RUNNING;
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engine->SetDedicatedServerBenchmarkMode( false );
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}
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virtual bool IsLocalBenchmarkPlayer( CBasePlayer *pPlayer )
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{
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if ( m_BenchmarkState != BENCHMARKSTATE_NOT_RUNNING )
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{
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if( !engine->IsDedicatedServer() && pPlayer->entindex() == 1 )
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return true;
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}
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return false;
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}
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void UpdateVPhysicsObjects()
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{
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int nPhysicsObjectInterval = sv_benchmark_numticks.GetInt() / s_nBenchmarkPhysicsObjects;
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int nNextSpawnTick = m_nLastPhysicsObjectTick + nPhysicsObjectInterval;
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if ( GetTickOffset() >= nNextSpawnTick )
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{
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m_nLastPhysicsObjectTick = nNextSpawnTick;
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if ( m_PhysicsObjects.Count() < s_nBenchmarkPhysicsObjects )
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{
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// Find a bot to spawn it from.
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CUtlVector<CBasePlayer*> curPlayers;
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) )
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{
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curPlayers.AddToTail( pPlayer );
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}
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}
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if ( curPlayers.Count() > 0 && m_PhysicsModelNames.Count() > 0 )
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{
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int iModelName = this->RandomInt( 0, m_PhysicsModelNames.Count() - 1 );
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const char *pModelName = m_PhysicsModelNames[iModelName];
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int iPlayer = this->RandomInt( 0, curPlayers.Count() - 1 );
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Vector vSpawnPos = curPlayers[iPlayer]->EyePosition() + Vector( 0, 0, 50 );
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// We'll try 15 locations around the player to spawn this thing.
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for ( int i=0; i < 15; i++ )
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{
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Vector vOffset( this->RandomFloat( -2000, 2000 ), this->RandomFloat( -2000, 2000 ), 0 );
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CPhysicsProp *pProp = CreatePhysicsProp( pModelName, vSpawnPos, vSpawnPos+vOffset, curPlayers[iPlayer], false, "prop_physics_multiplayer" );
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if ( pProp )
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{
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m_PhysicsObjects.AddToTail( pProp );
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pProp->SetAbsVelocity( Vector( this->RandomFloat(-500,500), this->RandomFloat(-500,500), this->RandomFloat(-500,500) ) );
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break;
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}
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}
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}
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}
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}
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// Give them all a boost periodically.
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int nPhysicsForceInterval = sv_benchmark_numticks.GetInt() / 20;
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int nNextForceTick = m_nLastPhysicsForceTick + nPhysicsForceInterval;
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if ( GetTickOffset() >= nNextForceTick )
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{
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m_nLastPhysicsForceTick = nNextForceTick;
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for ( int i=0; i < m_PhysicsObjects.Count(); i++ )
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{
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CBaseEntity *pEnt = m_PhysicsObjects[i];
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if ( pEnt )
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{
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IPhysicsObject *pPhysicsObject = pEnt->VPhysicsGetObject();
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if ( pPhysicsObject )
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{
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float flAngImpulse = 300000;
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float flForce = 500000;
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AngularImpulse vAngularImpulse( this->RandomFloat(-flAngImpulse,flAngImpulse), this->RandomFloat(-flAngImpulse,flAngImpulse), this->RandomFloat(flAngImpulse,flAngImpulse) );
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pPhysicsObject->ApplyForceCenter( Vector( this->RandomFloat(-flForce,flForce), this->RandomFloat(-flForce,flForce), this->RandomFloat(0,flForce) ) );
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}
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}
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}
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}
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}
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void UpdateStartWaitCounter()
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{
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int nSecondsLeft = (int)ceil( m_flBenchmarkStartWaitTime - (Plat_FloatTime() - m_flBenchmarkStartTime) );
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if ( m_nStartWaitCounter != nSecondsLeft )
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{
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Msg( "Starting benchmark in %d seconds...\n", nSecondsLeft );
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m_nStartWaitCounter = nSecondsLeft;
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}
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}
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void UpdateBenchmarkCounter()
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{
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float flCurTime = Plat_FloatTime();
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if ( (flCurTime - m_flLastBenchmarkCounterUpdate) > 3.0f )
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{
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m_flLastBenchmarkCounterUpdate = flCurTime;
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Msg( "Benchmark: %d%% complete.\n", ((gpGlobals->tickcount - m_nBenchmarkStartTick) * 100) / sv_benchmark_numticks.GetInt() );
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}
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}
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virtual bool IsBenchmarkRunning()
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{
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return (m_BenchmarkState == BENCHMARKSTATE_RUNNING);
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}
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virtual int GetTickOffset()
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{
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if ( m_BenchmarkState == BENCHMARKSTATE_RUNNING )
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{
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Assert( gpGlobals->tickcount >= m_nBenchmarkStartTick );
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return gpGlobals->tickcount - m_nBenchmarkStartTick;
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}
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else
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{
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return gpGlobals->tickcount;
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}
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}
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void UpdatePlayerCreation()
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{
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if ( m_nBotsCreated >= s_nBenchmarkBotsToCreate )
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return;
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// Spawn the player.
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int nTicksRunSoFar = gpGlobals->tickcount - m_nBenchmarkStartTick;
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if ( (nTicksRunSoFar % s_nBenchmarkBotCreateInterval) == 0 )
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{
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CServerBenchmarkHook::s_pBenchmarkHook->CreateBot();
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++m_nBotsCreated;
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}
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}
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void OutputResults()
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{
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float flRunTime = Benchmark_ValidTime() - m_fl_ValidTime_BenchmarkStartTime;
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Warning( "------------------ SERVER BENCHMARK RESULTS ------------------\n" );
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Warning( "Total time : %.2f seconds\n", flRunTime );
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Warning( "Num ticks simulated : %d\n", sv_benchmark_numticks.GetInt() );
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Warning( "Ticks per second : %.2f\n", sv_benchmark_numticks.GetInt() / flRunTime );
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Warning( "Benchmark CRC : %d\n", CalculateBenchmarkCRC() );
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Warning( "--------------------------------------------------------------\n" );
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}
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int CalculateBenchmarkCRC()
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{
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int crc = 0;
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) )
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{
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crc += pPlayer->GetTeamNumber();
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crc += (int)pPlayer->GetAbsOrigin().x;
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crc += (int)pPlayer->GetAbsOrigin().y;
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}
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}
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return crc;
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}
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virtual int RandomInt( int nMin, int nMax )
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{
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return m_RandomStream.RandomInt( nMin, nMax );
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}
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virtual float RandomFloat( float nMin, float nMax )
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{
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return m_RandomStream.RandomInt( nMin, nMax );
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}
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private:
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enum EBenchmarkState
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{
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BENCHMARKSTATE_NOT_RUNNING,
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BENCHMARKSTATE_START_WAIT,
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BENCHMARKSTATE_RUNNING
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};
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EBenchmarkState m_BenchmarkState;
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float m_fl_ValidTime_BenchmarkStartTime;
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float m_flBenchmarkStartTime;
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float m_flLastBenchmarkCounterUpdate;
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float m_flBenchmarkStartWaitTime;
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int m_nBenchmarkStartTick;
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int m_nStartWaitCounter;
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int m_nLastPhysicsObjectTick;
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int m_nLastPhysicsForceTick;
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int m_nBotsCreated;
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CUtlVector< EHANDLE > m_PhysicsObjects;
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CUtlVector<char*> m_PhysicsModelNames;
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int m_nBenchmarkMode;
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CUniformRandomStream m_RandomStream;
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};
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static CServerBenchmark g_ServerBenchmark;
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IServerBenchmark *g_pServerBenchmark = &g_ServerBenchmark;
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CON_COMMAND( sv_benchmark_force_start, "Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level." )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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g_ServerBenchmark.InternalStartBenchmark( 1, 1 );
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}
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// ---------------------------------------------------------------------------------------------- //
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// CServerBenchmarkHook implementation.
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// ---------------------------------------------------------------------------------------------- //
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CServerBenchmarkHook *CServerBenchmarkHook::s_pBenchmarkHook = NULL;
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CServerBenchmarkHook::CServerBenchmarkHook()
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{
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if ( s_pBenchmarkHook )
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Error( "There can only be one CServerBenchmarkHook" );
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s_pBenchmarkHook = this;
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}
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