Codechange: Use EnumBitSet for PauseMode. (#13553)
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@@ -168,18 +168,18 @@ LinkGraphSchedule::~LinkGraphSchedule()
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*/
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void StateGameLoop_LinkGraphPauseControl()
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{
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if (_pause_mode & PM_PAUSED_LINK_GRAPH) {
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if (_pause_mode.Test(PauseMode::LinkGraph)) {
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/* We are paused waiting on a job, check the job every tick. */
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if (!LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
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Command<CMD_PAUSE>::Post(PM_PAUSED_LINK_GRAPH, false);
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Command<CMD_PAUSE>::Post(PauseMode::LinkGraph, false);
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}
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} else if (_pause_mode == PM_UNPAUSED &&
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} else if (_pause_mode.None() &&
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TimerGameEconomy::date_fract == LinkGraphSchedule::SPAWN_JOIN_TICK - 2 &&
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TimerGameEconomy::date.base() % (_settings_game.linkgraph.recalc_interval / EconomyTime::SECONDS_PER_DAY) == (_settings_game.linkgraph.recalc_interval / EconomyTime::SECONDS_PER_DAY) / 2 &&
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LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
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/* Perform check two TimerGameEconomy::date_fract ticks before we would join, to make
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* sure it also works in multiplayer. */
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Command<CMD_PAUSE>::Post(PM_PAUSED_LINK_GRAPH, true);
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Command<CMD_PAUSE>::Post(PauseMode::LinkGraph, true);
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}
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}
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@@ -191,7 +191,7 @@ void StateGameLoop_LinkGraphPauseControl()
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void AfterLoad_LinkGraphPauseControl()
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{
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if (LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
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_pause_mode |= PM_PAUSED_LINK_GRAPH;
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_pause_mode.Set(PauseMode::LinkGraph);
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}
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}
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