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Fix Profiler1 "time per turn".
Actually call Turn() when a turn is processed. Fixes #6144 Differential Revision: https://code.wildfiregames.com/D3885 This was SVN commit r25394.
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@@ -393,11 +393,6 @@ void CGame::Update(const double deltaRealTime, bool doInterpolate)
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if (deltaSimTime)
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{
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// To avoid confusing the profiler, we need to trigger the new turn
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// while we're not nested inside any PROFILE blocks
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if (m_TurnManager->WillUpdate(deltaSimTime))
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g_Profiler.Turn();
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// At the normal sim rate, we currently want to render at least one
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// frame per simulation turn, so let maxTurns be 1. But for fast-forward
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// sim rates we want to allow more, so it's not bounded by framerate,
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