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.
This commit is contained in:
wraitii
2021-05-06 16:49:34 +00:00
parent e0800bc092
commit 64b475b390
4 changed files with 6 additions and 29 deletions
-5
View File
@@ -393,11 +393,6 @@ void CGame::Update(const double deltaRealTime, bool doInterpolate)
if (deltaSimTime)
{
// To avoid confusing the profiler, we need to trigger the new turn
// while we're not nested inside any PROFILE blocks
if (m_TurnManager->WillUpdate(deltaSimTime))
g_Profiler.Turn();
// At the normal sim rate, we currently want to render at least one
// frame per simulation turn, so let maxTurns be 1. But for fast-forward
// sim rates we want to allow more, so it's not bounded by framerate,