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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Richard Zink committed 2026-11-04 10:04:44 +01:00
1 parent dd4bb75b24
commit 35ddfa134c
4 files changed
+9 -9

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+1 -1
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@@ -239,7 +239,7 @@ mod tests {
a.queue(Act::Pickup { ent: ogre });
a.queue(Act::Drop { x: drop_at.0, y: drop_at.1 });
for _ in 0..20 {
a.update(0.05);
a.update(STEP);
}
// the same game driven like a match (one turn with all commands, then the same steps)
+2 -2
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@@ -605,9 +605,9 @@ fn hint_times() -> [f32; 32] {
// every simulation step has the same length: on every client of a match the same commands are
// applied and then the same number of steps runs, so the worlds stay identical
pub const STEP: f32 = 0.05;
pub const STEP: f32 = 1.0 / 50.0; // 50 steps a second
// one frame never runs away into the future (a lagging tab catches up at most this much)
const MAX_STEPS_PER_FRAME: usize = 4;
const MAX_STEPS_PER_FRAME: usize = 12;
// torch on a wall face: wall tile + direction (index into DIR4) towards the open side
#[derive(Clone, Copy, PartialEq, Serialize, Deserialize)]