Simulation runs in fixed steps of 1/50 s (50 steps a second) instead of 1/20 s, with at most twelve catch-up steps in one frame
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@@ -22,7 +22,7 @@ The server does not simulate; it relays:
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1. Clients send their **commands** (dig, build, cast, hand, orders, ...) to the server.
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2. Every 100 ms the server sends **turn N**: the commands of all players for that turn.
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3. Each client applies turn N and simulates two fixed steps of 50 ms. Turns arrive in order; a client waits
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3. Each client applies turn N and simulates five fixed steps of 20 ms. Turns arrive in order; a client waits
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for the next turn, so a missing player stalls everybody - exactly the "pause while missing" rule.
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4. Clients send a **checksum** of the game state every few seconds; a mismatch (desync) is reported.
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@@ -38,10 +38,10 @@ per turn. Fog of war, particles and the camera are local and not part of the sha
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`Cast`, `Flag`, `Pickup`, `Drop`, `Slap`, `Attack`, `Guard`, `CancelOrders`, ...) wrapped in a
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`Command { side, seq, act }`. Creature targets are *ids*, so they mean the same on every client.
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The tools in `main.rs` only queue commands now - nothing touches the world directly.
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- **Steps**: the simulation runs in fixed steps of `STEP` = 50 ms (`Game::update` feeds real time into
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them, `Game::apply_turn(cmds, steps)` is the lockstep entry point). Commands are applied at step
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boundaries, so single player and a match run exactly the same path. Particles, effects and the camera
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keep running in real time: they are local and not part of the shared state.
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- **Steps**: the simulation runs in fixed steps of `STEP` = 20 ms, 50 steps a second (`Game::update` feeds real
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time into them, `Game::apply_turn(cmds, steps)` is the lockstep entry point; one server turn of 100 ms is five
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steps). Commands are applied at step boundaries, so single player and a match run exactly the same path.
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Particles, effects and the camera keep running in real time: they are local and not part of the shared state.
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- **Who speaks**: messages, hints and interface sounds belong to the master who is being processed
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(`Game::speaking`); what another master orders never shows up on my screen.
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- Savegames, tests and the standalone file are unchanged: `cargo test --release` covers the command path
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+1
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@@ -239,7 +239,7 @@ mod tests {
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a.queue(Act::Pickup { ent: ogre });
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a.queue(Act::Drop { x: drop_at.0, y: drop_at.1 });
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for _ in 0..20 {
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a.update(0.05);
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a.update(STEP);
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}
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// the same game driven like a match (one turn with all commands, then the same steps)
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@@ -605,9 +605,9 @@ fn hint_times() -> [f32; 32] {
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// every simulation step has the same length: on every client of a match the same commands are
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// applied and then the same number of steps runs, so the worlds stay identical
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pub const STEP: f32 = 0.05;
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pub const STEP: f32 = 1.0 / 50.0; // 50 steps a second
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// one frame never runs away into the future (a lagging tab catches up at most this much)
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const MAX_STEPS_PER_FRAME: usize = 4;
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const MAX_STEPS_PER_FRAME: usize = 12;
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// torch on a wall face: wall tile + direction (index into DIR4) towards the open side
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#[derive(Clone, Copy, PartialEq, Serialize, Deserialize)]
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