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Implementing profiler stats for LuaManager::synchronizedUpdate
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@ -112,7 +112,7 @@ namespace
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World,
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World,
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Gui,
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Gui,
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Lua,
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Lua,
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LuaSyncUpdate,
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Number,
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Number,
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};
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};
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@ -152,6 +152,10 @@ namespace
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template <>
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template <>
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const UserStats UserStatsValue<UserStatsType::Lua>::sValue {"Lua", "lua"};
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const UserStats UserStatsValue<UserStatsType::Lua>::sValue {"Lua", "lua"};
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template <>
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const UserStats UserStatsValue<UserStatsType::LuaSyncUpdate>::sValue{ " -Sync", "luasyncupdate" };
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template <UserStatsType type>
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template <UserStatsType type>
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struct ForEachUserStatsValue
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struct ForEachUserStatsValue
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{
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{
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@ -337,9 +341,12 @@ bool OMW::Engine::frame(float frametime)
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// Main menu opened? Then scripts are also paused.
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// Main menu opened? Then scripts are also paused.
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bool paused = mWindowManager->containsMode(MWGui::GM_MainMenu);
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bool paused = mWindowManager->containsMode(MWGui::GM_MainMenu);
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// Should be called after input manager update and before any change to the game world.
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{
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// It applies to the game world queued changes from the previous frame.
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ScopedProfile<UserStatsType::LuaSyncUpdate> profile(frameStart, frameNumber, *timer, *stats);
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mLuaManager->synchronizedUpdate();
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// Should be called after input manager update and before any change to the game world.
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// It applies to the game world queued changes from the previous frame.
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mLuaManager->synchronizedUpdate();
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}
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// update game state
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// update game state
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{
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{
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