drawScene() executing actionWithTarget multiple times

At the end of my scene init I delay call a function after 0.1 seconds to allow the window to display. In this function I load lots of data from a binary file so I update the width of a sprite loading bar every so often while reading data then do CCDirector::sharedDirector()->drawScene(); to force a render update to see the sprite size change. This works, however after the data load is done the original actionWithTarget executes again. Is this a bug or do you have a better way?

bool MainLayer::init()
{
    bool bRet = false;
    do 
    {
        CC_BREAK_IF( !CCLayerColor::initWithColor( ccc4( 0, 0, 0, 255 ) ) );
        CCSize winSize = CCDirector::sharedDirector()->getWinSize();

        bRet = true;
    } while (0);

    // This should only run once, but it runs over and over
    this->runAction( CCSequence::actions(CCDelayTime::actionWithDuration(0.1f),CCCallFunc::actionWithTarget(this, callfunc_selector(MainLayer::LoadData)),NULL));

    return bRet;
}

void MainLayer::LoadData()
{
    ...load some data

    ...update width of loading bar
    CCDirector::sharedDirector()->drawScene();

    ...load some more data

    ...update width of loading bar
    CCDirector::sharedDirector()->drawScene();

    ...keep loading data
}

The load function does actually display the updated progress bar size, but like I said, when it’s done the LoadData function is run over and over again even though I am not loading the scene or layer again.

Probably you don’t need to run drawScene() explicitly?