/** Add a callback fired when the main simulation loop ends, just before the end of Engine::run() */
static void on_simulation_end_cb(const std::function<void()>& cb) { on_simulation_end.connect(cb); }
- /** Add a callback fired when the time jumps into the future */
+ /** Add a callback fired when the time jumps into the future.
+ *
+ * It is fired right after the time change (use get_clock() to get the new timestamp).
+ * The callback parameter is the time delta since previous timestamp. */
static void on_time_advance_cb(const std::function<void(double)>& cb) { on_time_advance.connect(cb); }
/** Add a callback fired when the time cannot advance because of inter-actors deadlock. Note that the on_exit of each