Do the same for race event manager for non-stop network

This commit is contained in:
Benau 2018-04-20 14:18:26 +08:00
parent 32c1255c10
commit a071e022a5

View File

@ -25,18 +25,13 @@ RaceEventManager::~RaceEventManager()
*/ */
void RaceEventManager::update(int ticks) void RaceEventManager::update(int ticks)
{ {
// Replay all recorded events up to the current time (only if the // Replay all recorded events up to the current time
// timer isn't stopped, otherwise a potential rewind will trigger // This might adjust dt - if a new state is being played, the dt is
// an infinite loop since world time does not increase) // determined from the last state till 'now'
if (World::getWorld()->getPhase() != WorldStatus::IN_GAME_MENU_PHASE) PROFILER_PUSH_CPU_MARKER("RaceEvent:play event", 100, 100, 100);
{ RewindManager::get()->playEventsTill(World::getWorld()->getTimeTicks(),
// This might adjust dt - if a new state is being played, the dt is &ticks);
// determined from the last state till 'now' PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("RaceEvent:play event", 100, 100, 100);
RewindManager::get()->playEventsTill(World::getWorld()->getTimeTicks(),
&ticks);
PROFILER_POP_CPU_MARKER();
}
World::getWorld()->updateWorld(ticks); World::getWorld()->updateWorld(ticks);
// if the race is over // if the race is over