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/* Trigger emergethread (it somehow gets to a non-triggered but bysy state sometimes)*/
{
float &counter = m_emergethread_trigger_timer;
counter += dtime;
if (counter >= 2.0) {
counter = 0.0;
m_emerge->startThreads();
}
}
After the first call, which takes 2s to happen, the event manager will set a flag to true; all subsequent calls are no-ops. The call should be done instantaneously, without a timer, and ideally outside of the game loop.
The text was updated successfully, but these errors were encountered:
The comment suggests this is a workaround for the emerge thread sometimes getting stuck so I expected there to be a m_emerge->startThreads() somewhere else but there doesn't seem to be one.
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Dec 5, 2021
@celeron55 can you please explain the purpose of the 2 second delay introduced in 2010 in the commit c707e00? The commit message is “sitä sun tätä tekeillä, toimii kivasti”.
server.cpp
:After the first call, which takes 2s to happen, the event manager will set a flag to true; all subsequent calls are no-ops. The call should be done instantaneously, without a timer, and ideally outside of the game loop.
The text was updated successfully, but these errors were encountered: