Fix tick loop bug - Fixes #624

We were not calculating time after the sleep ,resulting in wrong
calculations. This caused us to go 100ms, 0ms, 100ms, 0 ms repeatedly.
This commit is contained in:
chickeneer 2017-03-10 03:01:46 -05:00
parent b7442eaf52
commit 0c8c9b087a

View file

@ -12,7 +12,7 @@ Previous implementation did not calculate TPS correctly.
Switch to a realistic rolling average and factor in std deviation as an extra reporting variable
diff --git a/src/main/java/net/minecraft/server/MinecraftServer.java b/src/main/java/net/minecraft/server/MinecraftServer.java
index 7539bb215..91fb12128 100644
index 7539bb215..4476799d8 100644
--- a/src/main/java/net/minecraft/server/MinecraftServer.java
+++ b/src/main/java/net/minecraft/server/MinecraftServer.java
@@ -0,0 +0,0 @@ public abstract class MinecraftServer implements Runnable, ICommandListener, IAs
@ -107,13 +107,12 @@ index 7539bb215..91fb12128 100644
+ if (wait > 0) {
+ if (catchupTime < 2E6) {
+ wait += Math.abs(catchupTime);
+ }
+ if (wait < catchupTime) {
+ } else if (wait < catchupTime) {
+ catchupTime -= wait;
+ wait = 0;
+ } else if (catchupTime > 2E6) {
+ } else {
+ wait -= catchupTime;
+ catchupTime -= catchupTime;
+ catchupTime = 0;
+ }
+ }
if (wait > 0) {
@ -122,6 +121,7 @@ index 7539bb215..91fb12128 100644
- continue;
- } else {
- catchupTime = Math.min(1000000000, Math.abs(wait));
+ curTime = System.nanoTime();
+ wait = TICK_TIME - (curTime - lastTick);
}