[Bf-blender-cvs] [9c95ea3] soc-2014-bge: BGE cleanup: removing unused async logic bricks

Ines Almeida noreply at git.blender.org
Fri Jun 20 17:53:19 CEST 2014


Commit: 9c95ea33f1255b367d073366a6e38cc31903de3a
Author: Ines Almeida
Date:   Thu Jun 12 11:54:23 2014 +0100
https://developer.blender.org/rB9c95ea33f1255b367d073366a6e38cc31903de3a

BGE cleanup: removing unused async logic bricks

This code was never run and is an outdated copy from the code above.
If someday this is needed again, it is better to start clean.

===================================================================

M	source/gameengine/Ketsji/KX_KetsjiEngine.cpp

===================================================================

diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index dc81bae..b9aa332 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -740,65 +740,6 @@ bool KX_KetsjiEngine::NextFrame()
 		frames--;
 	}
 
-	bool bUseAsyncLogicBricks= false;//true;
-
-	if (bUseAsyncLogicBricks)
-	{
-		// Logic update sub frame: this will let some logic bricks run at the
-		// full frame rate.
-		for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
-		// for each scene, call the proceed functions
-		{
-			KX_Scene* scene = *sceneit;
-
-			if (!scene->IsSuspended())
-			{
-				// if the scene was suspended recalcutlate the delta tu "curtime"
-				m_suspendedtime = scene->getSuspendedTime();
-				if (scene->getSuspendedTime()!=0.0)
-					scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime());
-				m_suspendeddelta = scene->getSuspendedDelta();
-				
-				// set Python hooks for each scene
-#ifdef WITH_PYTHON
-				PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
-#endif
-				KX_SetActiveScene(scene);
-				
-				m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
-				SG_SetActiveStage(SG_STAGE_PHYSICS1);
-				scene->UpdateParents(m_clockTime);
-
-				// Perform physics calculations on the scene. This can involve 
-				// many iterations of the physics solver.
-				m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
-				scene->GetPhysicsEnvironment()->ProceedDeltaTime(m_clockTime,timestep,timestep);
-				// Update scenegraph after physics step. This maps physics calculations
-				// into node positions.
-				m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
-				SG_SetActiveStage(SG_STAGE_PHYSICS2);
-				scene->UpdateParents(m_clockTime);
-				
-				// Do some cleanup work for this logic frame
-				m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
-				scene->LogicUpdateFrame(m_clockTime, false);
-
-				// Actuators can affect the scenegraph
-				m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
-				SG_SetActiveStage(SG_STAGE_ACTUATOR);
-				scene->UpdateParents(m_clockTime);
-
-				scene->setSuspendedTime(0.0);
-			} // suspended
-			else
-				if (scene->getSuspendedTime()==0.0)
-					scene->setSuspendedTime(m_clockTime);
-
-			m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
-		}
-	}
-
-		
 	// Handle the animations independently of the logic time step
 	if (GetRestrictAnimationFPS())
 	{




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