Change keyframe motion to use a single timer for all objects. This is required
to prevent slippage between objects that are meant to move synchronously or keep their relative positions/rotations.avinationmerge
parent
2a558c7346
commit
d1ebb0a8f9
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@ -22,6 +22,77 @@ using log4net;
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namespace OpenSim.Region.Framework.Scenes
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{
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public static class KeyframeTimer
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{
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private static Timer m_timer;
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private static Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
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private static object m_lockObject = new object();
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private static object m_timerLock = new object();
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public const double timerInterval = 50.0;
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static KeyframeTimer()
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{
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m_timer = new Timer();
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m_timer.Interval = timerInterval;
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m_timer.AutoReset = true;
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m_timer.Elapsed += OnTimer;
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m_timer.Start();
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}
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private static void OnTimer(object sender, ElapsedEventArgs ea)
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{
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if (!Monitor.TryEnter(m_timerLock))
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return;
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try
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{
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List<KeyframeMotion> motions;
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lock (m_lockObject)
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{
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motions = new List<KeyframeMotion>(m_motions.Keys);
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}
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foreach (KeyframeMotion m in motions)
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{
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try
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{
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m.OnTimer();
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}
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catch (Exception inner)
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{
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// Don't stop processing
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}
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}
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}
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catch (Exception e)
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{
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// Keep running no matter what
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}
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finally
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{
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Monitor.Exit(m_timerLock);
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}
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}
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public static void Add(KeyframeMotion motion)
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{
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lock (m_lockObject)
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{
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m_motions[motion] = null;
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}
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}
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public static void Remove(KeyframeMotion motion)
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{
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lock (m_lockObject)
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{
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m_motions.Remove(motion);
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}
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}
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}
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[Serializable]
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public class KeyframeMotion
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{
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@ -63,18 +134,6 @@ namespace OpenSim.Region.Framework.Scenes
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private Keyframe[] m_keyframes;
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[NonSerialized()]
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protected Timer m_timer = null;
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// timer lock
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[NonSerialized()]
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private object m_onTimerLock;
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// timer overrun detect
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// prevents overlap or timer events threads frozen on the lock
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[NonSerialized()]
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private bool m_inOnTimer;
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// skip timer events.
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//timer.stop doesn't assure there aren't event threads still being fired
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[NonSerialized()]
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@ -102,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_iterations = 0;
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private const double timerInterval = 50.0;
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private int m_skipLoops = 0;
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public DataFormat Data
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{
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@ -139,31 +198,16 @@ namespace OpenSim.Region.Framework.Scenes
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private void StartTimer()
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{
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if (m_timer == null)
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return;
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KeyframeTimer.Add(this);
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m_timerStopped = false;
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m_timer.Start();
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}
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private void StopTimer()
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{
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if (m_timer == null || m_timerStopped)
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return;
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m_timerStopped = true;
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m_timer.Stop();
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KeyframeTimer.Remove(this);
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}
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private void RemoveTimer()
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{
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if (m_timer == null)
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return;
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m_timerStopped = true;
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m_timer.Stop();
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m_timer.Elapsed -= OnTimer;
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m_timer = null;
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}
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public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
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{
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KeyframeMotion newMotion = null;
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@ -180,9 +224,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (grp != null && grp.IsSelected)
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newMotion.m_selected = true;
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newMotion.m_onTimerLock = new object();
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newMotion.m_timerStopped = false;
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newMotion.m_inOnTimer = false;
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newMotion.m_isCrossing = false;
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newMotion.m_waitingCrossing = false;
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}
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@ -196,37 +238,34 @@ namespace OpenSim.Region.Framework.Scenes
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public void UpdateSceneObject(SceneObjectGroup grp)
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{
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// lock (m_onTimerLock)
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m_isCrossing = false;
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m_waitingCrossing = false;
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StopTimer();
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if (grp == null)
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return;
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m_group = grp;
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Vector3 grppos = grp.AbsolutePosition;
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Vector3 offset = grppos - m_serializedPosition;
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// avoid doing it more than once
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// current this will happen draging a prim to other region
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m_serializedPosition = grppos;
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m_basePosition += offset;
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m_currentFrame.Position += offset;
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m_nextPosition += offset;
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for (int i = 0; i < m_frames.Count; i++)
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{
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m_isCrossing = false;
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m_waitingCrossing = false;
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StopTimer();
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if (grp == null)
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return;
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m_group = grp;
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Vector3 grppos = grp.AbsolutePosition;
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Vector3 offset = grppos - m_serializedPosition;
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// avoid doing it more than once
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// current this will happen draging a prim to other region
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m_serializedPosition = grppos;
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m_basePosition += offset;
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m_currentFrame.Position += offset;
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m_nextPosition += offset;
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for (int i = 0; i < m_frames.Count; i++)
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{
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Keyframe k = m_frames[i];
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k.Position += offset;
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m_frames[i]=k;
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}
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if (m_running)
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Start();
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Keyframe k = m_frames[i];
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k.Position += offset;
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m_frames[i]=k;
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}
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if (m_running)
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Start();
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}
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public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
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@ -241,9 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_baseRotation = grp.GroupRotation;
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}
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m_onTimerLock = new object();
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m_timerStopped = true;
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m_inOnTimer = false;
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m_isCrossing = false;
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m_waitingCrossing = false;
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}
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@ -296,7 +333,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void Delete()
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{
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m_running = false;
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RemoveTimer();
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StopTimer();
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m_isCrossing = false;
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m_waitingCrossing = false;
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m_frames.Clear();
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@ -309,27 +346,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_waitingCrossing = false;
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if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
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{
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if (m_timer == null)
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{
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m_timer = new Timer();
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m_timer.Interval = timerInterval;
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m_timer.AutoReset = true;
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m_timer.Elapsed += OnTimer;
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}
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else
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{
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StopTimer();
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m_timer.Interval = timerInterval;
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}
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m_inOnTimer = false;
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StartTimer();
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m_running = true;
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}
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else
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{
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m_running = false;
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RemoveTimer();
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StopTimer();
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}
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}
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@ -339,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_isCrossing = false;
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m_waitingCrossing = false;
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RemoveTimer();
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StopTimer();
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m_basePosition = m_group.AbsolutePosition;
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m_baseRotation = m_group.GroupRotation;
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@ -354,7 +377,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void Pause()
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{
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m_running = false;
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RemoveTimer();
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StopTimer();
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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@ -377,15 +400,11 @@ namespace OpenSim.Region.Framework.Scenes
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int start = 0;
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int end = m_keyframes.Length;
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// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
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// end = m_keyframes.Length - 1;
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if (direction < 0)
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{
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start = m_keyframes.Length - 1;
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end = -1;
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// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
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// end = 0;
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}
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for (int i = start; i != end ; i += direction)
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@ -463,199 +482,172 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected void OnTimer(object sender, ElapsedEventArgs e)
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public void OnTimer()
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{
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if (m_timerStopped) // trap events still in air even after a timer.stop
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return;
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if (m_inOnTimer) // don't let overruns to happen
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if (m_skipLoops > 0)
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{
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m_log.Warn("[KeyFrame]: timer overrun");
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m_skipLoops--;
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return;
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}
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if (m_timerStopped) // trap events still in air even after a timer.stop
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return;
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if (m_group == null)
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return;
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lock (m_onTimerLock)
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bool update = false;
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if (m_selected)
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{
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m_inOnTimer = true;
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bool update = false;
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try
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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if (m_selected)
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{
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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}
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m_inOnTimer = false;
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return;
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}
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return;
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}
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if (m_isCrossing)
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{
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// if crossing and timer running then cross failed
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// wait some time then
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// retry to set the position that evtually caused the outbound
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// if still outside region this will call startCrossing below
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m_isCrossing = false;
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m_group.AbsolutePosition = m_nextPosition;
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if (!m_isCrossing)
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{
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StopTimer();
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StartTimer();
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}
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return;
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}
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if (m_frames.Count == 0)
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{
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GetNextList();
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if (m_frames.Count == 0)
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{
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Stop();
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Scene scene = m_group.Scene;
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IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
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foreach (IScriptModule m in scriptModules)
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{
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if (m == null)
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continue;
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m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
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}
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if (m_isCrossing)
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return;
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}
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m_currentFrame = m_frames[0];
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m_currentFrame.TimeMS += (int)KeyframeTimer.timerInterval;
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//force a update on a keyframe transition
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update = true;
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}
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m_currentFrame.TimeMS -= (int)KeyframeTimer.timerInterval;
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// Do the frame processing
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double steps = (double)m_currentFrame.TimeMS / KeyframeTimer.timerInterval;
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if (steps <= 0.0)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_nextPosition = (Vector3)m_currentFrame.Position;
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m_group.AbsolutePosition = m_nextPosition;
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// we are sending imediate updates, no doing force a extra terseUpdate
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// m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
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m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
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m_frames.RemoveAt(0);
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if (m_frames.Count > 0)
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m_currentFrame = m_frames[0];
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update = true;
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}
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else
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{
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float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
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Vector3 motionThisFrame = v / (float)steps;
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v = v * 1000 / m_currentFrame.TimeMS;
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if (Vector3.Mag(motionThisFrame) >= 0.05f)
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{
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// m_group.AbsolutePosition += motionThisFrame;
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m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
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m_group.AbsolutePosition = m_nextPosition;
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m_group.RootPart.Velocity = v;
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update = true;
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}
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if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
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{
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Quaternion current = m_group.GroupRotation;
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Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
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step.Normalize();
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/* use simpler change detection
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* float angle = 0;
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float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
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float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
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float aa_bb = aa * bb;
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if (aa_bb == 0)
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{
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// if crossing and timer running then cross failed
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// wait some time then
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// retry to set the position that evtually caused the outbound
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// if still outside region this will call startCrossing below
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m_isCrossing = false;
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m_group.AbsolutePosition = m_nextPosition;
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if (!m_isCrossing)
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{
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StopTimer();
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m_timer.Interval = timerInterval;
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StartTimer();
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}
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m_inOnTimer = false;
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return;
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}
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if (m_frames.Count == 0)
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{
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GetNextList();
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if (m_frames.Count == 0)
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{
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Stop();
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m_inOnTimer = false;
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Scene scene = m_group.Scene;
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IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
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foreach (IScriptModule m in scriptModules)
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{
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if (m == null)
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continue;
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m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
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}
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return;
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}
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m_currentFrame = m_frames[0];
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m_currentFrame.TimeMS += (int)timerInterval;
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//force a update on a keyframe transition
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update = true;
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}
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m_currentFrame.TimeMS -= (int)timerInterval;
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// Do the frame processing
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double steps = (double)m_currentFrame.TimeMS / timerInterval;
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if (steps <= 0.0)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_nextPosition = (Vector3)m_currentFrame.Position;
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m_group.AbsolutePosition = m_nextPosition;
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// we are sending imediate updates, no doing force a extra terseUpdate
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// m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
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m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
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m_frames.RemoveAt(0);
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if (m_frames.Count > 0)
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m_currentFrame = m_frames[0];
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update = true;
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angle = 0;
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}
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else
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{
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float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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float ab = current.X * step.X +
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current.Y * step.Y +
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current.Z * step.Z +
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current.W * step.W;
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float q = (ab * ab) / aa_bb;
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Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
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Vector3 motionThisFrame = v / (float)steps;
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v = v * 1000 / m_currentFrame.TimeMS;
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if (Vector3.Mag(motionThisFrame) >= 0.05f)
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if (q > 1.0f)
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{
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||||
// m_group.AbsolutePosition += motionThisFrame;
|
||||
m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
|
||||
m_group.AbsolutePosition = m_nextPosition;
|
||||
|
||||
m_group.RootPart.Velocity = v;
|
||||
update = true;
|
||||
angle = 0;
|
||||
}
|
||||
|
||||
if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
|
||||
else
|
||||
{
|
||||
Quaternion current = m_group.GroupRotation;
|
||||
|
||||
Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
|
||||
step.Normalize();
|
||||
/* use simpler change detection
|
||||
* float angle = 0;
|
||||
|
||||
float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
|
||||
float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
|
||||
float aa_bb = aa * bb;
|
||||
|
||||
if (aa_bb == 0)
|
||||
{
|
||||
angle = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
float ab = current.X * step.X +
|
||||
current.Y * step.Y +
|
||||
current.Z * step.Z +
|
||||
current.W * step.W;
|
||||
float q = (ab * ab) / aa_bb;
|
||||
|
||||
if (q > 1.0f)
|
||||
{
|
||||
angle = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
angle = (float)Math.Acos(2 * q - 1);
|
||||
}
|
||||
}
|
||||
|
||||
if (angle > 0.01f)
|
||||
*/
|
||||
if(Math.Abs(step.X - current.X) > 0.001f
|
||||
|| Math.Abs(step.Y - current.Y) > 0.001f
|
||||
|| Math.Abs(step.Z - current.Z) > 0.001f)
|
||||
// assuming w is a dependente var
|
||||
|
||||
{
|
||||
// m_group.UpdateGroupRotationR(step);
|
||||
m_group.RootPart.RotationOffset = step;
|
||||
|
||||
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
|
||||
update = true;
|
||||
}
|
||||
angle = (float)Math.Acos(2 * q - 1);
|
||||
}
|
||||
}
|
||||
|
||||
if (update)
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
// m_group.RootPart.ScheduleTerseUpdate();
|
||||
if (angle > 0.01f)
|
||||
*/
|
||||
if(Math.Abs(step.X - current.X) > 0.001f
|
||||
|| Math.Abs(step.Y - current.Y) > 0.001f
|
||||
|| Math.Abs(step.Z - current.Z) > 0.001f)
|
||||
// assuming w is a dependente var
|
||||
|
||||
{
|
||||
// m_group.UpdateGroupRotationR(step);
|
||||
m_group.RootPart.RotationOffset = step;
|
||||
|
||||
//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
|
||||
update = true;
|
||||
}
|
||||
}
|
||||
catch ( Exception ex)
|
||||
{
|
||||
// still happening sometimes
|
||||
// lets try to see where
|
||||
m_log.Warn("[KeyFrame]: timer overrun" + ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
finally
|
||||
{
|
||||
// make sure we do not let this frozen
|
||||
m_inOnTimer = false;
|
||||
}
|
||||
if (update)
|
||||
{
|
||||
m_group.SendGroupRootTerseUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -687,7 +679,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_isCrossing = true;
|
||||
m_waitingCrossing = true;
|
||||
|
||||
// to remove / retune to smoth crossings
|
||||
// to remove / retune to smoth crossings
|
||||
if (m_group.RootPart.Velocity != Vector3.Zero)
|
||||
{
|
||||
m_group.RootPart.Velocity = Vector3.Zero;
|
||||
|
@ -706,9 +698,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_group.SendGroupRootTerseUpdate();
|
||||
// m_group.RootPart.ScheduleTerseUpdate();
|
||||
|
||||
if (m_running && m_timer != null)
|
||||
if (m_running)
|
||||
{
|
||||
m_timer.Interval = 60000;
|
||||
StopTimer();
|
||||
m_skipLoops = 1200; // 60 seconds
|
||||
StartTimer();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue