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author | reduz <reduzio@gmail.com> | 2021-06-09 12:09:31 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-06-09 13:10:49 -0300 |
commit | c66b2651a62568b68e0e0540a1f260652cb5ffdb (patch) | |
tree | c499ad94ad905a7e6271a138c9da6e62ccc2db41 /servers/physics_3d/physics_server_3d_wrap_mt.cpp | |
parent | 0818a466c0a81c7c9793fd8109d25a74f49c00ae (diff) |
Refactor CommandQueueMT
* RingBuffer had no reason to be in this context
* A single buffer is used that can grow as much as the game needs.
This should make thread loading entirely reliable.
Diffstat (limited to 'servers/physics_3d/physics_server_3d_wrap_mt.cpp')
-rw-r--r-- | servers/physics_3d/physics_server_3d_wrap_mt.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.cpp b/servers/physics_3d/physics_server_3d_wrap_mt.cpp index f73f67a756..0a89c1a9c9 100644 --- a/servers/physics_3d/physics_server_3d_wrap_mt.cpp +++ b/servers/physics_3d/physics_server_3d_wrap_mt.cpp @@ -56,7 +56,7 @@ void PhysicsServer3DWrapMT::thread_loop() { step_thread_up = true; while (!exit) { // flush commands one by one, until exit is requested - command_queue.wait_and_flush_one(); + command_queue.wait_and_flush(); } command_queue.flush_all(); // flush all |