so... I am testing my multiplayer game by running several instances of
the emulator (which is, sadly, extremely slow and dis-satisfying).

I depend on a little trick using currentTimeMillis() to keep a
synchronized clock between the players (but NOT the absolute value of
currentTimeMillis() since no two phones are probably set exactly the
same)

Anyway, I *do* naively assume that two emulators, running on the same
PC would return near identical values for calls to
currentTimeMillis(), and what I find is that they start off the same,
but pull rapidly apart.

Which makes me think the underlying implementation of
currentTimeMillis() in the emulator is not at all based on the host
PC's calendar, and rquires the emulator to get enough Windows compute
cycles to be anything close to accurate.  (and one emulator is always
running at a lower priority to the other, depending on which one is on
top)

If this is just an artifact of the emulator, then I can deal with it,
but if it implies I have a fundamental misunderstanding of
currentTimeMillis(), then that would be something i need to deal with.

Part two of the question is: any way I can speed up the emulator?
When I run two, are they sharing one of my cores?  Can I split them
onto separate cores?

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