SimulationManager::Resync Method
Causes the internal game performance timers to be updated.
Syntax
void SimulationManager::Resync()
Return value
None.
Remarks
TrackMania queries the time since the last frame and may decide to simulate more ticks in a frame if too much time has passed. Usually, this will cause a noticeable jump in race time and race state. The precise mechanics of time synchronization in the game are not fully understood.
If your plugin performs a long operation that blocks the game loop for a longer period of time, calling Resync() will update the internal timers to the current time, which should help eliminating any fast forward behavior in the simulation. This function can be used in both OnRunStep() and Render() callbacks.