Merge pull request #3292 from Citadel-Station-13/upstream-merge-31494
[MIRROR] In which the stoner one gets stoned and tries to address tick contention... again
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@@ -61,7 +61,7 @@ You can set verify to TRUE if you want send() to sleep until the client has the
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var/t = 0
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var/timeout_time = (ASSET_CACHE_SEND_TIMEOUT * client.sending.len) + ASSET_CACHE_SEND_TIMEOUT
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while(client && !client.completed_asset_jobs.Find(job) && t < timeout_time) // Reception is handled in Topic()
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sleep(1) // Lock up the caller until this is received.
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stoplag(1) // Lock up the caller until this is received.
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t++
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if(client)
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@@ -112,7 +112,7 @@ You can set verify to TRUE if you want send() to sleep until the client has the
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var/t = 0
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var/timeout_time = ASSET_CACHE_SEND_TIMEOUT * client.sending.len
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while(client && !client.completed_asset_jobs.Find(job) && t < timeout_time) // Reception is handled in Topic()
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sleep(1) // Lock up the caller until this is received.
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stoplag(1) // Lock up the caller until this is received.
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t++
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if(client)
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@@ -131,7 +131,7 @@ You can set verify to TRUE if you want send() to sleep until the client has the
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if (register_asset)
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register_asset(file,files[file])
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send_asset(client,file)
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sleep(0) //queuing calls like this too quickly can cause issues in some client versions
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stoplag(0) //queuing calls like this too quickly can cause issues in some client versions
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//This proc "registers" an asset, it adds it to the cache for further use, you cannot touch it from this point on or you'll fuck things up.
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//if it's an icon or something be careful, you'll have to copy it before further use.
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@@ -631,10 +631,9 @@ GLOBAL_LIST(external_rsc_urls)
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/client/Stat()
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. = ..()
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if (holder)
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sleep(1)
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stoplag(1)
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else
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sleep(5)
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stoplag()
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stoplag(5)
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//send resources to the client. It's here in its own proc so we can move it around easiliy if need be
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/client/proc/send_resources()
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@@ -161,7 +161,7 @@ Difficulty: Medium
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/proc/quick_attack_loop()
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if(next_move <= world.time)
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sleep(1)
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stoplag(1)
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.() //retry
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return
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sleep((next_move - world.time) * 1.5)
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@@ -228,7 +228,7 @@
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while(loc)
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if(paused)
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next_run = world.time
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sleep(1)
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stoplag(1)
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continue
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if((!( current ) || loc == current))
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@@ -21,7 +21,7 @@
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return 0
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while(attached_hand) //hibernate untill the spell is actually used
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charge_counter = 0
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sleep(1)
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stoplag(1)
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/obj/effect/proc_holder/spell/targeted/touch/proc/ChargeHand(mob/living/carbon/user)
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attached_hand = new hand_path(src)
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