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Fixed the erroneous load on pause
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parent
af21d19ff3
commit
f13314e3da
@ -383,6 +383,10 @@ impl PlayState for SessionState {
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if global_state.singleplayer.is_none()
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if global_state.singleplayer.is_none()
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|| !global_state.singleplayer.as_ref().unwrap().is_paused()
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|| !global_state.singleplayer.as_ref().unwrap().is_paused()
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{
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{
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log::warn!(
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"{}",
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global_state.singleplayer.as_ref().unwrap().is_paused()
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);
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// Perform an in-game tick.
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// Perform an in-game tick.
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if let Err(err) = self.tick(clock.get_avg_delta()) {
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if let Err(err) = self.tick(clock.get_avg_delta()) {
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global_state.info_message =
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global_state.info_message =
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@ -57,12 +57,12 @@ impl Singleplayer {
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}
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}
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/// Returns wether or not the server is paused
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/// Returns wether or not the server is paused
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pub fn is_paused(&self) -> bool { self.paused.load(Ordering::Relaxed) }
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pub fn is_paused(&self) -> bool { self.paused.load(Ordering::SeqCst) }
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/// Pauses if true is passed and unpauses if false (Does nothing if in that
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/// Pauses if true is passed and unpauses if false (Does nothing if in that
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/// state already)
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/// state already)
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pub fn pause(&self, state: bool) {
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pub fn pause(&self, state: bool) {
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self.paused.load(Ordering::SeqCst);
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self.paused.store(state, Ordering::SeqCst);
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let _ = self.sender.send(Msg::Pause(state));
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let _ = self.sender.send(Msg::Pause(state));
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}
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}
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}
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}
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