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[IOP] revert change that ran the iop way too much (#2681)
This caused the IOP thread to use a full core always, just spinning on this. I didn't mean to leave this in.
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@ -317,8 +317,7 @@ void iop_runner(SystemThreadInterface& iface, GameVersion version) {
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// The IOP scheduler informs us of how many microseconds are left until it has something to do.
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// So we can wait for that long or until something else needs it to wake up.
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auto wait_duration = iop.kernel.dispatch();
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if (wait_duration &&
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*wait_duration - std::chrono::steady_clock::now() > std::chrono::microseconds(100)) {
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if (wait_duration) {
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iop.wait_run_iop(*wait_duration);
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}
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}
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