Index: /root/workspace/L2_GameServer_c4/java/net/sf/l2j/gameserver/GameTimeController.java =================================================================== --- /root/workspace/L2_GameServer_c4/java/net/sf/l2j/gameserver/GameTimeController.java (revision 2136) +++ /root/workspace/L2_GameServer_c4/java/net/sf/l2j/gameserver/GameTimeController.java (working copy) @@ -179,10 +179,16 @@ { int _oldTicks=_gameTicks; // save old ticks value to avoid moving objects 2x in same tick long runtime = System.currentTimeMillis() - _gameStartTime; // from server boot to now + int _newTicks; + for (;;) { + _newTicks = (int) (runtime / MILLIS_IN_TICK); + if (_oldTicks != _newTicks) { + _gameTicks = _newTicks; + break; + } + } - _gameTicks = (int) (runtime / MILLIS_IN_TICK); // new ticks value (ticks now) - - if (_oldTicks != _gameTicks) moveObjects(); // XXX: if this makes objects go slower, remove it + moveObjects(); // XXX: if this makes objects go slower, remove it // but I think it can't make that effect. is it better to call moveObjects() twice in same // tick to make-up for missed tick ? or is it better to ignore missed tick ? // (will happen very rarely but it will happen ... on garbage collection definitely) @@ -190,11 +196,11 @@ runtime = (System.currentTimeMillis() - _gameStartTime) - runtime; // calculate sleep time... time needed to next tick minus time it takes to call moveObjects() - int sleepTime = 1 + MILLIS_IN_TICK - ((int) runtime) % MILLIS_IN_TICK; + int sleepTime = (int) ((1 + MILLIS_IN_TICK - ((int) runtime) % MILLIS_IN_TICK) * 0.95); //_log.finest("TICK: "+_gameTicks); - sleep(sleepTime); // hope other threads will have much more cpu time available now + if (sleepTime > 0) sleep(sleepTime); // hope other threads will have much more cpu time available now // SelectorThread most of all } }