Instruments repaint via the background task pump, which authentically runs
ONLY in the frame's leftover time with a floor of ONE pump per frame; the
gauge renderer is 1 of ~7 round-robin tasks and each turn advances ONE gauge
of ~140 active, with the rate mask advancing once per full sweep. On a busy
MP mission the foreground eats the whole frame budget, the floor becomes the
norm, and the whole instrument stack rotates once in MINUTES at perfect fps:
comms-panel K/D stuck at 0, recharge tickers frozen, while the tallies and
their replication underneath were exactly right. Measured: 4-node bench at
70-90 fps gave the PilotList ~2 Execute turns in six minutes.
Fix, both env-tunable, authentic behavior restorable:
BT_BG_MIN (APPMGR.cpp, default 32, 0=authentic) minimum background
pumps per frame regardless of slack;
BT_GAUGE_BATCH (GAUGREND.cpp, default 32, 1=authentic) gauges advanced per
gauge-renderer turn (a visit is only a rate-mask check
unless the gauge is due).
Verified 4-node self-damage bench: sweeps 0.006/s -> 18-20/s, PilotList ~10
Exec/s, ALL FOUR panels tracked every death live (0->11) within ~1s, bg cost
2-4 ms/frame, respawn ledger clean (40 cycles, 0 swallow / 0 mismatch).
Also: BT_PERF now reports gaugeTurns/sweeps/active alongside bgTasks;
BT_AF_PERIOD now throttles the missile autofire group too (unthrottled spam
trips the documented FailureHeat all-weapons brick, which froze run 1 of the
cross-fire bench).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
274 lines
7.2 KiB
C++
274 lines
7.2 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "appmgr.h"
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HWND ghWnd = 0;
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ApplicationManager* ApplicationManager::CurrentAppManager = NULL;
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ApplicationManager::ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate) : Node(ApplicationManagerClassID), runningApplications(this)
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{
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frameRate = frame_rate;
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frameDuration = 1.0f/frameRate;
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mHInstance = hInstance;
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ghWnd = hWnd;
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ApplicationManager::CurrentAppManager = this;
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Check_Fpu();
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}
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ApplicationManager::~ApplicationManager()
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{
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}
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void ApplicationManager::StartApplication(Application *new_app)
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{
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Check(this);
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Check(new_app);
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runningApplications.Add(new_app);
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application = new_app;
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new_app->Initialize();
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}
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//
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//#############################################################################
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// RunMissions
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//#############################################################################
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//
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void ApplicationManager::RunMissions()
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{
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Check(this);
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int backgroundTasksRun = 0;
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int foregroundTasksRun = 0;
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Time beginFrameTimestamp, lastFrameTimestamp;
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MSG msg;
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SChainIteratorOf<Application*> current_application(runningApplications);
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SChainOf<Application*> endedApplications(NULL);
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SChainIteratorOf<Application*> endingApplication(endedApplications);
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Start_Of_Frame:
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backgroundTasksRun = 0;
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foregroundTasksRun = 0;
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beginFrameTimestamp = Now();
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current_application.First();
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lastFrameTimestamp = Now();
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Time end_of_frame = Now();
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end_of_frame += frameDuration;
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#if defined(LAB_ONLY)
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int bad_count = 0;
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#endif
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//
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//----------------------------------
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// Run all relevant foreground loops
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//----------------------------------
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//
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Time startForeground = Now();
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while ((application = current_application.ReadAndNext()) != NULL)
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{
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Check(application);
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foregroundTasksRun++;
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if (!application->ExecuteForeground(end_of_frame, frameDuration))
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{
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if (!application->Shutdown(current_application.GetSize()))
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{
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endedApplications.Add(application);
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if (current_application.GetCurrent() == NULL)
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{
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current_application.Last();
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} else
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{
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current_application.Previous();
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}
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current_application.Remove();
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}
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}
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}
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Time endForeground = Now();
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//
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//-----------------------------------------------------------------------
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// Check the Windows message queue for messages to be processed
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//-----------------------------------------------------------------------
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//
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//InvalidateRect(ghWnd, NULL, false);
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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{
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endingApplication.First();
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while (application = endingApplication.ReadAndNext())
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{
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application->Terminate();
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delete application;
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}
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return;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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//
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//-----------------------------------------------------------------------
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// Run all relevant background loops until it is time for the next frame.
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// If no applications remain, exit the whole loop
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//-----------------------------------------------------------------------
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//
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current_application.First();
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application = current_application.GetCurrent();
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if (!application)
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{
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endingApplication.First();
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while (application = endingApplication.ReadAndNext())
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{
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application->Terminate();
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delete application;
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}
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return;
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}
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do
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{
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while (application->GetNetworkManager()->RoutePacket())
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;
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current_application.Next();
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application = current_application.GetCurrent();
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} while (application);
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current_application.First();
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application = current_application.GetCurrent();
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if (!application)
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{
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endingApplication.First();
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while (application = endingApplication.ReadAndNext())
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{
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application->Terminate();
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delete application;
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}
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return;
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}
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//
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//------------------------------------------------------------------
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// Give each application a chance to do at least one background task
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//------------------------------------------------------------------
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//
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Time startBackground = Now();
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Background_Loop:
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do
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{
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Check(application);
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application->ExecuteBackgroundTask();
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backgroundTasksRun++;
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//
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// Move to the next application
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//
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current_application.Next();
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application = current_application.GetCurrent();
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} while (application);
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//
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//---------------------------------------------------------------------
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// If time remains before the next frame is due, do another pass on the
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// background tasks
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//---------------------------------------------------------------------
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//
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Time t2 = Now();
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Time lateTime = Now();
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lateTime += 15L;
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current_application.First();
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application = current_application.GetCurrent();
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//
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// BT MINIMUM BACKGROUND FLOOR (#45 root cause, 2026-07-30). Authentically
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// the background tasks run ONLY in the frame's leftover time, with a floor
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// of a single pump per frame -- fine on a 1995 pod (one app, designed
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// slack), but on a busy MP mission the foreground eats the whole frame
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// budget, the floor becomes the norm, and the GAUGE renderer (1 of ~7
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// round-robin tasks, ONE gauge advanced per turn) starves: every cockpit
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// instrument -- the comms-panel K/D columns, weapon recharge tickers --
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// freezes at its last paint while the underlying values (and fps!) stay
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// perfectly healthy. Measured: 4-node bench at 70-90 fps gave the
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// PilotList ~2 Execute turns in SIX MINUTES. Guarantee a minimum number
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// of pumps per frame so a full instrument rotation completes in ~1s
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// regardless of slack; the added worst-case cost is bounded and small.
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// BT_BG_MIN overrides (0 = authentic slack-only behavior).
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//
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{
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static int s_bgMin = -1;
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if (s_bgMin < 0)
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{
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const char *e = getenv("BT_BG_MIN");
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s_bgMin = e ? atoi(e) : 32;
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if (s_bgMin < 0) s_bgMin = 0;
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if (s_bgMin > 256) s_bgMin = 256;
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}
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if (backgroundTasksRun < s_bgMin)
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goto Background_Loop;
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}
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if (t2 < end_of_frame)
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{
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#if defined(LAB_ONLY)
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if (end_of_frame - t2 > 0.1f)
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{
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DEBUG_STREAM << t2 << ',' << end_of_frame << endl << std::flush;
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if (++bad_count == 1000)
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{
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Fail("End-of-frame cannot be correctly calculated!");
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}
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}
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#endif
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goto Background_Loop;
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}
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Time endBackground = Now();
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// BT perf probe (env BT_PERF): 1-Hz frame breakdown.
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{
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static int s_perf = -1;
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if (s_perf < 0) { const char *e = getenv("BT_PERF"); s_perf = (e && *e != '0') ? 1 : 0; }
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if (s_perf)
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{
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static Time s_lastP = Now();
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if (Now() - s_lastP >= 1.0f)
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{
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s_lastP = Now();
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// gauge-executive rotation health (#45): turns = one-gauge
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// Updates and sweeps = full active-list passes SINCE THE LAST
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// PRINT (~1s); active = the instrument roster size. A frozen
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// panel shows here as sweeps=0.
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extern int gBTGaugeTurns, gBTGaugeSweeps, gBTGaugeActive;
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DEBUG_STREAM << "[perf] frame=" << (float)(Now() - beginFrameTimestamp)
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<< " fg=" << (float)(startBackground - beginFrameTimestamp)
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<< " bg=" << (float)(endBackground - startBackground)
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<< " bgTasks=" << backgroundTasksRun
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<< " gaugeTurns=" << gBTGaugeTurns
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<< " sweeps=" << gBTGaugeSweeps
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<< " active=" << gBTGaugeActive << "\n" << std::flush;
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gBTGaugeTurns = 0;
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gBTGaugeSweeps = 0;
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}
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}
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}
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//char str[256];
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//Scalar lastFrameLength = Now() - beginFrameTimestamp;
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//sprintf(str, "RPL4 - %.2f FPS", 1.0f / lastFrameLength);
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//SetWindowTextA(ghWnd, str);
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goto Start_Of_Frame;
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}
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