[FIX] Avoid multiplied hud release callback calls.#2109
Open
Neloreck wants to merge 2 commits into
Open
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Changes
g_pGameLevel->pHUD->net_Relcase(dit)out of the relcase callbacks loop into its own loop overdestroy_queueinCObjectList::Update.Notes
m_relcase_callbacksiteration inCObjectList::Update, sopHUD->net_Relcaseexecutedregistered callbacks × destroyed objectstimes. Profiling a regular Call of Pripyat session with Tracy showed 847,150CHUDManager::net_Relcasecalls for 1,747 destroyed objects (~485 registered relcase callbacks).CHUDManager::net_Relcaseonly drops cached references to the destroyed object (HitMarker,m_pHUDTarget), so moving it after the callbacks loop is order-independent.