Age | Commit message (Collapse) | Author |
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schedule (#8416)
When link graph jobs are cleared due to abandoning the game or exiting,
flag the job as aborted.
The link graph job running in a separate thread checks the aborted flag
periodically and terminates processing early if set.
This reduces the delay at game abandon or exit if a long-running job
would otherwise still be running.
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network clients
Network servers and single player clients do not block on thread joins
due to instead pausing shortly before the join is due.
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Check if the job is still running two date fract ticks before it is due
to join, and if so pause the game until its done.
When loading a game, check if the game would block immediately due to
a job which is scheduled to be joined within two date fract ticks,
and if so pause the game until its done.
This avoids the main thread being blocked on a thread join, which appears
to the user as if the game is unresponsive, as the UI does not repaint
and cannot be interacted with.
Show if pause is due to link graph job in status bar, update network
messages.
This does not apply for network clients.
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We assume a conforming C++11 compiler environment that has a valid <thread>-header.
Failure to run a real thread is handled gracefully.
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Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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after SLA_NULL.
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with only one node
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editor date tool.
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related classes
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