Game Development Community

[iTGB 1.2]UseNetwork setting to false not working correctly

by Marc Dreamora Schaerer · in iTorque 2D · 06/28/2009 (5:38 pm) · 0 replies

In iTGB 1.2, if the network use is denied, the network is still initiated. The idea is to later shut it down again.

But the later does not work correctly.
The lockNetAsyncMutex and unlock are still the primary functions beeing called within the source and costs a fair amount of performance.
I've "false" excluded the corresponding check for testing purpose on a non network app and got a fps raise from an average of 12 fps with best around 16 to 17 fps up to 23 which is significant as it makes the difference between stutter and fluent.

I've not looked indepth into this yet, but so far I've not seen a direct reason why the thread is not correctly terminated. Also I don't see why it is initiated at all, it costs valuable startup time for something the user explicitely said he does not want to be active at all.


In addition, the DemoGame::mainloop does not respect the usesnetwork configuration and jumps into the net process function independent of it.


I guess there are more cases like that for other components as such things are little problem on the pc but i hope that at latest 1.3 will cleanup these things and respect the user configuration completely not just where it feels like it.