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author | Eugene Sandulenko | 2016-02-21 22:49:54 +0100 |
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committer | Eugene Sandulenko | 2016-02-21 22:53:26 +0100 |
commit | 59aede6228695af605f447c20f2caaf137559043 (patch) | |
tree | dcda1408c180f21883c7d3c6f0cb000b719d3000 | |
parent | 93af01a58acf6dcb3bb7e6efcb62662192258e4e (diff) | |
download | scummvm-rg350-59aede6228695af605f447c20f2caaf137559043.tar.gz scummvm-rg350-59aede6228695af605f447c20f2caaf137559043.tar.bz2 scummvm-rg350-59aede6228695af605f447c20f2caaf137559043.zip |
SWORD25: Fix bug #6981: High CPU usage on one core
The game loop is implemented in Lua, and there are no delays.
Now we wait 10ms on each event pulling, as we always do.
-rw-r--r-- | engines/sword25/kernel/kernel_script.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/engines/sword25/kernel/kernel_script.cpp b/engines/sword25/kernel/kernel_script.cpp index 1b7c6a6f14..40dcbd5b98 100644 --- a/engines/sword25/kernel/kernel_script.cpp +++ b/engines/sword25/kernel/kernel_script.cpp @@ -257,6 +257,7 @@ static int processMessages(lua_State *L) { // to the closeWanted() opcode; see also the TODO comment in there. lua_pushbooleancpp(L, !Engine::shouldQuit()); + g_system->delayMillis(10); return 1; } |