SteamAPI_RunCallbacks is safe to call from multiple threads simultaneously, but if you choose to do this, callback code could be executed on any thread. One alternative is to call SteamAPI_RunCallbacks from the main thread only, and call SteamAPI_ReleaseCurrentThreadMemory regularly on other threads.
| 587 | // One alternative is to call SteamAPI_RunCallbacks from the main thread only, |
| 588 | // and call SteamAPI_ReleaseCurrentThreadMemory regularly on other threads. |
| 589 | STEAMAPI_API void S_CALLTYPE SteamAPI_RunCallbacks() |
| 590 | { |
| 591 | // PRINT_DEBUG_ENTRY(); |
| 592 | get_steam_client()->RunCallbacks(true, false); |
| 593 | //std::this_thread::sleep_for(std::chrono::microseconds(1)); //fixes resident evil revelations lagging. (Seems to work fine without this right now, commenting out) |
| 594 | } |
| 595 | |
| 596 | |
| 597 | // Declares a callback member function plus a helper member variable which |
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