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author | Patric Stout <truebrain@openttd.org> | 2021-03-09 20:30:37 +0100 |
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committer | GitHub <noreply@github.com> | 2021-03-09 20:30:37 +0100 |
commit | 47e11fa3f24d04bd52acd86cd00a2df880314ca0 (patch) | |
tree | 5cbff0bb140e43611854dde9c426ea1dde0c0491 | |
parent | 68e92d215a865f9e3420d0a6bfb8ccbc1241c63e (diff) | |
download | openttd-47e11fa3f24d04bd52acd86cd00a2df880314ca0.tar.xz |
Codechange: only run InteractiveRandom() from the draw-thread (#8831)
Otherwise both the draw-thread and game-thread can do it both
at the same time, which gives rather unwanted side-effects.
Calling it from the draw-thread alone is sufficient, as we just
want to create some unpredictable randomness for the player. The
draw-thread is a lot more active (normally) than the game-thread,
so it is the best place of the two to do this.
Additionally, InteractiveRandom() mostly has to do with visuals
that are client-side-only, so more related to drawing than to
game.
-rw-r--r-- | src/openttd.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp index 728228209..3397e4f0e 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -1484,7 +1484,6 @@ void GameLoop() } IncreaseSpriteLRU(); - InteractiveRandom(); /* Check for UDP stuff */ if (_network_available) NetworkBackgroundLoop(); |