The problem is as such:
In a js and asm.js based multiplayer game I've got two loops.
One handles the actual game ticks, like unit position, velocity and combat.
The other handles rendering of this world onto the canvas for the user to see.
What I'd like to happen is when the processor/GPU(they made those the same thing on some machines now, can't say I'm happy about that) gets encumbered too much the rendering loop should skip and thus stop changing the canvas. I.e. freezing the game screen in a lag pike.
Meanwhile the little processing power left is used to successfully complete the actual game tick preventing de-synchronisation with other game clients.
(It's an RTS-like game when it comes to load so the user input instead of positions of all objects are sent over the net).
Failing this the client would have to be kicked by the other clients or all clients would have to pause for him to reconnect and resync. i.e. bad bad bad!
A sloppy makeshift way to do this would probably be by using timestamps and terminate the graphic loop if it won't be complete by a certain time. One would presumably do this by determining max execution time for the packet types on the stack of the loop and immediately terminate the loop if the "time to execute value" of all packets together is too great to be dealt with within the resource capacity the timestamps are indicating by slowdown measurement. Hell, maybe that's radical but perhaps even skip-terminating the graphic loop when any slowdown is detected just to be sure to avoid desync.
So priorotizing one loop over another(both handling ticks) and making the second one skip if a shortage in resource is detected to ensure the first one always completes it's tick within each timeframe(10 ticks per second here).
Any possibilities or best practice methods you guys can inform me on?
EDIT: Please focus on the ability to measure availability of cpu resources and the skipping/termination for one tick of the graphic loop if these resources would not available enough to finish both loops (i.e. if the loops won't finish in the 100ms timeframe after which the next loop tick should already be firing, don't start/terminate the graphics loop).