






while(pUserData->GetJobStatus() != CFileLoadJob::FILE_LOAD_JOB_STATUS_RUNNING) {}
this works smoothly but i think the cpu usage is not ideal (edited)while(pUserData->GetJobStatus() != CFileLoadJob::FILE_LOAD_JOB_STATUS_RUNNING) {
std::this_thread::yield();
} (edited)










// delete interfaces in reverse order just the way it would happen to objects on the stack
wonder why it crashes then. o_O
















#[derive(Clone)]
pub struct Smth<B> {
a: Rc<RefCell<B>>,
}
#[derive(Clone)]
pub struct Smth2<B> {
a: Smth<B>,
}
Clone would not be implemented
*mut T as intended by god



#[derive(Clone)]
pub struct Smth<B> {
a: Rc<RefCell<B>>,
}
#[derive(Clone)]
pub struct Smth2<B> {
a: Smth<B>,
}
Clone would not be implemented Clone even if that's not necessary



Clone even if that's not necessary 






:Location::caller().
instruction_set - Specify the instruction set used to generate a functions code

































b4e0e49 Update serbian.txt - JuraIBOZO
669f384 Update data/languages/serbian.txt - Robyt3
e19b1e4 extract code from editor mapitems into separate files - Marmare314
07c3302 Merge pull request #7081 from JuraIBOZO/patch-1 - def-
c7f3be7 Merge pull request #7082 from Marmare314/editor-seperate-mapitems - def-



330d1eb Add possibility to persist game data past map changes - heinrich5991
cbdb3b1 Record previous game ID in teehistorian - heinrich5991
a48d14f teehistorian: Omit "prev_game_uuid" instead of setting it to null - heinrich5991
baffa8d Merge pull request #7080 from heinrich5991/pr_ddnet_teehistorian_prev_game_uuid - def-



































































gfx_asyncrender_old? Seems like it causes the client to be rendered only when the graphics are idle. Looks like double-clicking behaves somewhat differently depending on this config variable: https://github.com/ddnet/ddnet/issues/7052#issuecomment-1695933782

gfx_asyncrender_old? Seems like it causes the client to be rendered only when the graphics are idle. Looks like double-clicking behaves somewhat differently depending on this config variable: https://github.com/ddnet/ddnet/issues/7052#issuecomment-1695933782 


0 most of the time it seems, whereas marmare used 1

Do rendering async from the the update


#include <iosfwd> (forward decls for #include <iostream>, zapcc compiler (seems to be just a caching compiler?), std::remove (wtf!), rvalue references are lvalues (TIL), initialization matrix (what's this?), the for loop is broken (what's this?), const std::string bitand (wtf ^^), herbceptions (interesting)

0 except internally when rendering a demo?




gfx_asyncrender_old 1, so maybe it's a very precise timing for the bug with gfx_asyncrender_old 1

gfx_asyncrender_old 0 but not most of the time with gfx_asyncrender_old 1






















gfx_finish does nothing with Vulkan




c++
(!AsyncRenderOld || m_pGraphics->IsIdle()) &&
(!GfxRefreshRate || (time_freq() / (int64_t)g_Config.m_GfxRefreshRate) <= Now - LastRenderTime)
if asyncrender == 0 and (no refresh rate is set OR we are in a refresh cycle) DO
if (asyncrender == 1 and graphics are idle) and (no refresh rate is set OR we are in a refresh cycle) DO







































c++
$ cat loop.cpp
#include <iostream>
int main() {
while(1)
;
}
void unreachable() {
std::cout << "Hello world!" << std::endl;
}
$ clang++ loop.cpp -O1 -Wall -o loop
$ ./loop
Hello world!



c++
$ cat loop.cpp
#include <iostream>
int main() {
while(1)
;
}
void unreachable() {
std::cout << "Hello world!" << std::endl;
}
$ clang++ loop.cpp -O1 -Wall -o loop
$ ./loop
Hello world! 

















































c++
$ cat loop.cpp
#include <iostream>
int main() {
while(1)
;
}
void unreachable() {
std::cout << "Hello world!" << std::endl;
}
$ clang++ loop.cpp -O1 -Wall -o loop
$ ./loop
Hello world! 


