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authorreduz <reduzio@gmail.com>2021-06-09 12:09:31 -0300
committerreduz <reduzio@gmail.com>2021-06-09 13:10:49 -0300
commitc66b2651a62568b68e0e0540a1f260652cb5ffdb (patch)
treec499ad94ad905a7e6271a138c9da6e62ccc2db41 /servers/physics_3d/physics_server_3d_wrap_mt.cpp
parent0818a466c0a81c7c9793fd8109d25a74f49c00ae (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.cpp2
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