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authoroy <tom_adams@web.de>2023-06-13 22:19:37 +0200
committerGitHub <noreply@github.com>2023-06-13 22:19:37 +0200
commit134f0d56f68ae90d876b958dfcfa7a18bb6febd0 (patch)
treedc08122a669056ddde72f5c03d5b3f2b91582c7b
parenta843326deba1a5f1c91db2fd586d52661e390f15 (diff)
parentf04e6fac4f8bbe33601bb6e5e50b3035da3328be (diff)
Merge pull request #3129 from Robyt3/dbg_stress-DEBUG-only
Disable dbg_stress in release builds
-rw-r--r--src/engine/client/client.cpp12
-rw-r--r--src/engine/client/graphics_threaded.cpp2
-rw-r--r--src/engine/client/sound.cpp2
-rw-r--r--src/engine/shared/config_variables.h8
-rw-r--r--src/game/client/components/controls.cpp2
-rw-r--r--src/game/client/gameclient.cpp2
-rw-r--r--src/game/server/gamecontroller.cpp4
7 files changed, 27 insertions, 5 deletions
diff --git a/src/engine/client/client.cpp b/src/engine/client/client.cpp
index c4dc21ef2..498008a7b 100644
--- a/src/engine/client/client.cpp
+++ b/src/engine/client/client.cpp
@@ -1740,6 +1740,7 @@ void CClient::Update()
}
// STRESS TEST: join the server again
+#ifdef CONF_DEBUG
if(Config()->m_DbgStress)
{
static int64 ActionTaken = 0;
@@ -1763,6 +1764,7 @@ void CClient::Update()
}
}
}
+#endif
// pump the network
PumpNetwork();
@@ -2130,7 +2132,9 @@ void CClient::Run()
m_LastRenderTime = Now;
// when we are stress testing only render every 10th frame
- if(!Config()->m_DbgStress || (m_RenderFrames%10) == 0 )
+#ifdef CONF_DEBUG
+ if(!Config()->m_DbgStress || (m_RenderFrames%10) == 0)
+#endif
{
Render();
m_pGraphics->Swap();
@@ -2147,8 +2151,12 @@ void CClient::Run()
// beNice
if(Config()->m_ClCpuThrottle)
thread_sleep(Config()->m_ClCpuThrottle);
- else if(Config()->m_DbgStress || !m_pGraphics->WindowActive())
+ else if(!m_pGraphics->WindowActive())
thread_sleep(5);
+#ifdef CONF_DEBUG
+ else if(Config()->m_DbgStress)
+ thread_sleep(5);
+#endif
if(Config()->m_DbgHitch)
{
diff --git a/src/engine/client/graphics_threaded.cpp b/src/engine/client/graphics_threaded.cpp
index 266e67534..00be6121c 100644
--- a/src/engine/client/graphics_threaded.cpp
+++ b/src/engine/client/graphics_threaded.cpp
@@ -322,8 +322,10 @@ int CGraphics_Threaded::LoadTextureRawSub(CTextureHandle TextureID, int x, int y
IGraphics::CTextureHandle CGraphics_Threaded::LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags)
{
// don't waste memory on texture if we are stress testing
+#ifdef CONF_DEBUG
if(m_pConfig->m_DbgStress)
return m_InvalidTexture;
+#endif
// grab texture
int Tex = m_FirstFreeTexture;
diff --git a/src/engine/client/sound.cpp b/src/engine/client/sound.cpp
index 6b1dbcbd8..9f59a6c2f 100644
--- a/src/engine/client/sound.cpp
+++ b/src/engine/client/sound.cpp
@@ -373,8 +373,10 @@ ISound::CSampleHandle CSound::LoadWV(const char *pFilename)
WavpackContext *pContext;
// don't waste memory on sound when we are stress testing
+#ifdef CONF_DEBUG
if(m_pConfig->m_DbgStress)
return CSampleHandle();
+#endif
// no need to load sound when we are running with no sound
if(!m_SoundEnabled)
diff --git a/src/engine/shared/config_variables.h b/src/engine/shared/config_variables.h
index 55204ff36..125a83983 100644
--- a/src/engine/shared/config_variables.h
+++ b/src/engine/shared/config_variables.h
@@ -109,12 +109,14 @@ MACRO_CONFIG_INT(EcOutputLevel, ec_output_level, 1, 0, 2, CFGFLAG_SAVE|CFGFLAG_E
MACRO_CONFIG_INT(NetTcpAbortOnClose, net_tcp_abort_on_close, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_SERVER|CFGFLAG_ECON, "Aborts tcp connection on close")
MACRO_CONFIG_INT(Debug, debug, 0, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SERVER, "Debug mode")
-MACRO_CONFIG_INT(DbgStress, dbg_stress, 0, 0, 0, CFGFLAG_CLIENT|CFGFLAG_SERVER, "Stress systems")
-MACRO_CONFIG_INT(DbgStressNetwork, dbg_stress_network, 0, 0, 0, CFGFLAG_CLIENT|CFGFLAG_SERVER, "Stress network")
MACRO_CONFIG_INT(DbgPref, dbg_pref, 0, 0, 1, CFGFLAG_SERVER, "Performance outputs")
MACRO_CONFIG_INT(DbgGraphs, dbg_graphs, 0, 0, 1, CFGFLAG_CLIENT, "Performance graphs")
MACRO_CONFIG_INT(DbgHitch, dbg_hitch, 0, 0, 0, CFGFLAG_SERVER, "Hitch warnings")
-MACRO_CONFIG_STR(DbgStressServer, dbg_stress_server, 32, "localhost", CFGFLAG_CLIENT, "Server to stress")
MACRO_CONFIG_INT(DbgResizable, dbg_resizable, 0, 0, 0, CFGFLAG_CLIENT, "Enables window resizing")
+#ifdef CONF_DEBUG
+MACRO_CONFIG_INT(DbgStress, dbg_stress, 0, 0, 0, CFGFLAG_CLIENT|CFGFLAG_SERVER, "Stress systems")
+MACRO_CONFIG_INT(DbgStressNetwork, dbg_stress_network, 0, 0, 0, CFGFLAG_CLIENT|CFGFLAG_SERVER, "Stress network")
+MACRO_CONFIG_STR(DbgStressServer, dbg_stress_server, 32, "localhost", CFGFLAG_CLIENT, "Server to stress")
+#endif
#endif
diff --git a/src/game/client/components/controls.cpp b/src/game/client/components/controls.cpp
index c04e20283..9669aed16 100644
--- a/src/game/client/components/controls.cpp
+++ b/src/game/client/components/controls.cpp
@@ -155,6 +155,7 @@ int CControls::SnapInput(int *pData)
m_InputData.m_Direction = 1;
// stress testing
+#ifdef CONF_DEBUG
if(Config()->m_DbgStress)
{
float t = Client()->LocalTime();
@@ -168,6 +169,7 @@ int CControls::SnapInput(int *pData)
m_InputData.m_TargetX = (int)(sinf(t*3)*100.0f);
m_InputData.m_TargetY = (int)(cosf(t*3)*100.0f);
}
+#endif
// check if we need to send input
if(m_InputData.m_Direction != m_LastData.m_Direction) Send = true;
diff --git a/src/game/client/gameclient.cpp b/src/game/client/gameclient.cpp
index 4ad3ba263..897740b89 100644
--- a/src/game/client/gameclient.cpp
+++ b/src/game/client/gameclient.cpp
@@ -1161,6 +1161,7 @@ void CGameClient::OnNewSnapshot()
ProcessEvents();
+#ifdef CONF_DEBUG
if(Config()->m_DbgStress)
{
if((Client()->GameTick()%100) == 0)
@@ -1178,6 +1179,7 @@ void CGameClient::OnNewSnapshot()
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
}
+#endif
CTuningParams StandardTuning;
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
diff --git a/src/game/server/gamecontroller.cpp b/src/game/server/gamecontroller.cpp
index 8b104ca00..6ac1bcda3 100644
--- a/src/game/server/gamecontroller.cpp
+++ b/src/game/server/gamecontroller.cpp
@@ -1188,8 +1188,12 @@ int IGameController::GetStartTeam()
int Team = TEAM_RED;
if(IsTeamplay())
{
+#ifdef CONF_DEBUG
if(!Config()->m_DbgStress) // this will force the auto balancer to work overtime aswell
+#endif
+ {
Team = m_aTeamSize[TEAM_RED] > m_aTeamSize[TEAM_BLUE] ? TEAM_BLUE : TEAM_RED;
+ }
}
// check if there're enough player slots left