I'm trying to debug an issue on /vg/station and I find myself pausing the world in the middle of an a subsystem's Initialize().
When I'm done I hit "resume" and the game runs until CHECK_TICK runs, which notices the current world.tick_usage is several orders of magnitude higher than what's normal, and therefore sleep()s for an excessively long time to compensate. I inserted a debug statement inside stoplag() to prove this:
## TESTING: i: 1, tick_lag: 1, delta_calc: 2.29, cpu: 158, tick_usage: 229
## TESTING: i: 1, tick_lag: 1, delta_calc: 1.19, cpu: 119, tick_usage: 99
## TESTING: i: 1, tick_lag: 1, delta_calc: 1, cpu: 92, tick_usage: 99
## TESTING: i: 1, tick_lag: 1, delta_calc: 1360.29, cpu: 75, tick_usage: 136029
TL;DR:
Time spent looking at the debugger increases world.tick_usage, perhaps it would be better if it didn't.
I don't know if that's feasible at all.