* Fixes an edge case where a check to see if a timer was being executed resulted in it not being properly detached on stop. Fixed this by changing how we determine what timer is currently being executed. * Adds execution count to #DEBUG_TIMERS so shards can get notified (rudimentarily for now) about sequentially executing long chains of timers. Unfortunately, for now, there is no good option when it comes to executing timers. If we execute let's say 500, and defer the rest, that makes all timers effectively 8ms off until it "catches up". Depending on the shard, that may never happen. |
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| .. | ||
| Timer.cs | ||
| Timer.DelayCall.cs | ||
| Timer.DelayStateCall.cs | ||
| Timer.Pool.cs | ||
| Timer.TimerWheel.cs | ||
| TimerExecutionToken.cs | ||