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80 | 80 |
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81 | 81 | extern CNetworkStringTableContainer *networkStringTableContainerServer;
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82 | 82 | extern CNetworkStringTableContainer *networkStringTableContainerClient;
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83 |
| -//void OnHibernateWhenEmptyChanged( IConVar *var, const char *pOldValue, float flOldValue ); |
84 |
| -//ConVar sv_hibernate_when_empty( "sv_hibernate_when_empty", "1", 0, "Puts the server into extremely low CPU usage mode when no clients connected", OnHibernateWhenEmptyChanged ); |
| 83 | +static void OnHibernateWhenEmptyChanged( IConVar *var, const char *pOldValue, float flOldValue ); |
| 84 | +ConVar sv_hibernate_when_empty( "sv_hibernate_when_empty", "1", 0, "Puts the server into extremely low CPU usage mode when no clients connected", OnHibernateWhenEmptyChanged ); |
85 | 85 | //ConVar sv_hibernate_ms( "sv_hibernate_ms", "20", 0, "# of milliseconds to sleep per frame while hibernating" );
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86 | 86 | //ConVar sv_hibernate_ms_vgui( "sv_hibernate_ms_vgui", "20", 0, "# of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend" );
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87 | 87 | //static ConVar sv_hibernate_postgame_delay( "sv_hibernate_postgame_delay", "5", 0, "# of seconds to wait after final client leaves before hibernating.");
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@@ -1541,13 +1541,13 @@ CPureServerWhitelist * CGameServer::GetPureServerWhitelist() const
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1541 | 1541 | return m_pPureServerWhitelist;
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1542 | 1542 | }
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1543 | 1543 |
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1544 |
| -//void OnHibernateWhenEmptyChanged( IConVar *var, const char *pOldValue, float flOldValue ) |
1545 |
| -//{ |
1546 |
| -// // We only need to do something special if we were preventing hibernation |
1547 |
| -// // with sv_hibernate_when_empty but we would otherwise have been hibernating. |
1548 |
| -// // In that case, punt all connected clients. |
1549 |
| -// sv.UpdateHibernationState( ); |
1550 |
| -//} |
| 1544 | +static void OnHibernateWhenEmptyChanged( IConVar *var, const char *pOldValue, float flOldValue ) |
| 1545 | +{ |
| 1546 | + // We only need to do something special if we were preventing hibernation |
| 1547 | + // with sv_hibernate_when_empty but we would otherwise have been hibernating. |
| 1548 | + // In that case, punt all connected clients. |
| 1549 | + sv.UpdateHibernationState( ); |
| 1550 | +} |
1551 | 1551 |
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1552 | 1552 | static bool s_bExitWhenEmpty = false;
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1553 | 1553 | static ConVar sv_memlimit( "sv_memlimit", "0", 0,
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@@ -1753,8 +1753,7 @@ void CGameServer::UpdateHibernationState()
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1753 | 1753 | s_bExitWhenEmpty = true;
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1754 | 1754 | }
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1755 | 1755 |
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1756 |
| - //SetHibernating( sv_hibernate_when_empty.GetBool() && hibernateFromGCServer && !bHaveAnyClients ); |
1757 |
| - SetHibernating( hibernateFromGCServer && !bHaveAnyClients ); |
| 1756 | + SetHibernating( sv_hibernate_when_empty.GetBool() && hibernateFromGCServer && !bHaveAnyClients ); |
1758 | 1757 | }
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1759 | 1758 |
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1760 | 1759 | void CGameServer::FinishRestore()
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