CBaseServer::CalculateCPUUsage
0x001078b0 · 388 bytes · __thiscall
_ZN11CBaseServer17CalculateCPUUsageEv
Decompiled
undefined (1 param)
/* CBaseServer::CalculateCPUUsage() */
void __thiscall CBaseServer::CalculateCPUUsage(CBaseServer *this)
{
float fVar1;
int iVar2;
rusage *prVar3;
__time_t *p_Var4;
byte bVar5;
longdouble lVar6;
float fVar7;
float fVar8;
rusage local_64;
bVar5 = 0;
if (*(int *)(sv_stats._28_4_ + 0x30) != 0) {
if (*(float *)(this + 0x144) == 0.0) {
lVar6 = (longdouble)Plat_FloatTime();
*(float *)(this + 0x144) = (float)lVar6;
}
lVar6 = (longdouble)Plat_FloatTime();
if (*(float *)(this + 0x148) + 1.0 < (float)lVar6) {
iVar2 = getrusage(RUSAGE_SELF,&local_64);
if (iVar2 == 0) {
fVar1 = *(float *)(this + 0x148);
fVar8 = CalculateCPUUsage()::lastAvg + 5.0;
fVar7 = ((float)((local_64.ru_utime.tv_usec - DAT_00354d84) / 1000000) +
(float)(local_64.ru_utime.tv_sec - CalculateCPUUsage()::s_lastUsage)) /
(fVar1 - CalculateCPUUsage()::lastAvg);
*(float *)(this + 0x140) = fVar7;
if (fVar8 < fVar1) {
prVar3 = &local_64;
p_Var4 = &CalculateCPUUsage()::s_lastUsage;
CalculateCPUUsage()::lastAvg = fVar1;
for (iVar2 = 0x12; iVar2 != 0; iVar2 = iVar2 + -1) {
*p_Var4 = (prVar3->ru_utime).tv_sec;
prVar3 = (rusage *)((int)prVar3 + (uint)bVar5 * -8 + 4);
p_Var4 = p_Var4 + (uint)bVar5 * -2 + 1;
}
}
}
else {
fVar7 = *(float *)(this + 0x140);
}
if (fVar7 <= 0.999) {
if (fVar7 < 0.0) {
*(undefined4 *)(this + 0x140) = 0;
}
}
else {
*(undefined4 *)(this + 0x140) = 0x3f7fbe77;
}
lVar6 = (longdouble)Plat_FloatTime();
*(float *)(this + 0x148) = (float)lVar6;
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.