Protect against negative Stopwatch values on buggy systems. Fixes issue [#2740}: "OpenTK freeze in GameWindow main loop, and possible fix. (Copied from Development forum)".
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1 changed files with 16 additions and 4 deletions
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@ -441,7 +441,13 @@ namespace OpenTK
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// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
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double time = update_watch.Elapsed.TotalSeconds;
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if (time <= 0)
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{
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// Protect against negative Stopwatch.Elapsed values.
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// See http://connect.microsoft.com/VisualStudio/feedback/details/94083/stopwatch-returns-negative-elapsed-time
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update_watch.Reset();
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update_watch.Start();
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return;
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}
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if (time > 1.0)
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time = 1.0;
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@ -451,7 +457,7 @@ namespace OpenTK
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next_update -= time;
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update_args.Time = time;
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OnUpdateFrameInternal(update_args);
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time = update_time = update_watch.Elapsed.TotalSeconds - time;
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time = update_time = Math.Max(update_watch.Elapsed.TotalSeconds, 0) - time;
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// Stopwatches are not accurate over long time periods.
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// We accumulate the total elapsed time into the time variable
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// while reseting the Stopwatch frequently.
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@ -486,13 +492,19 @@ namespace OpenTK
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{
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// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
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double time = render_watch.Elapsed.TotalSeconds;
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if (time <= 0)
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{
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// Protect against negative Stopwatch.Elapsed values.
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// See http://connect.microsoft.com/VisualStudio/feedback/details/94083/stopwatch-returns-negative-elapsed-time
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render_watch.Reset();
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render_watch.Start();
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return;
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}
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if (time > 1.0)
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time = 1.0;
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if (time <= 0)
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return;
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double time_left = next_render - time;
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if (time_left <= 0.0)
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if (time_left <= 0.0 && time > 0)
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{
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// Schedule next render event. The 1 second cap ensures
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// the process does not appear to hang.
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