Sim speed: one SimClock steps the zone; presenters draw ahead by Lead

SimClock (engine-free) turns real frame seconds into whole fixed steps; ActionGameManager.Update feeds it outside the pause gate and Zone.Update(Time.deltaTime) is gone, with IntroCutscene (dead, Unity-driven pose writes). Entity.TurnRate is the sum of the rotation actuators' applied turn per sim second, zeroed each Update; DrawAhead reads it so EntityInstance and ShipInstance draw the latest sim state ahead by Lead. Unverified at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-08 18:26:02 +02:00
commit c4bd6e153e
11 changed files with 393 additions and 40 deletions

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@ -177,8 +177,6 @@ public class ActionGameManager : MonoBehaviour
public Sprite ShieldIcon;
public Sprite NoShieldIcon;
public float IntroDuration;
//public PlayerInput Input;
// private CinemachineFramingTransposer _transposer;
@ -231,6 +229,7 @@ public class ActionGameManager : MonoBehaviour
public ItemManager ItemManager { get; private set; }
public Zone Zone { get; private set; }
public static SimClock Clock { get; private set; }
private readonly (float2 direction, string name)[] _directions = {
(float2(0, 1), "Front"),
@ -728,6 +727,7 @@ public class ActionGameManager : MonoBehaviour
galaxyZone.Contents = new Zone(ItemManager, Settings.PlanetSettings, galaxyZone.PackedContents, galaxyZone, CurrentGalaxy);
}
Zone = galaxyZone.Contents;
Clock = new SimClock(1f / 60f);
PlayMusic(MusicType.Overworld);
Zone.Log = s => Debug.Log($"Zone: {s}");
@ -818,7 +818,6 @@ public class ActionGameManager : MonoBehaviour
}
else
{
//StartCoroutine(IntroCutscene(targetEntity as Ship));
BindToEntity(targetEntity);
}
@ -866,35 +865,6 @@ public class ActionGameManager : MonoBehaviour
BindToEntity(staged.Player);
}
private IEnumerator IntroCutscene(Ship ship)
{
ZoneRenderer.PerspectiveEntity = ship;
var entityPosition = ship.Position.xz;
var followOrbit = Zone.Orbits.Keys.MinBy(o => lengthsq(Zone.GetOrbitPosition(o) - entityPosition));
var followPlanet = ZoneRenderer.Planets[Zone.Planets.FirstOrDefault(p => p.Value.Orbit.Key.Equals(followOrbit)).Key];
DockCamera.Follow = followPlanet.Body.transform;
var rootOrbit = followOrbit;
while (Zone.Orbits[rootOrbit].Data.Parent.IsSet())
rootOrbit = Zone.Orbits[rootOrbit].Data.Parent.Key;
var rootPlanet = ZoneRenderer.Planets[Zone.Planets.FirstOrDefault(p => p.Value.Orbit.Key.Equals(rootOrbit)).Key];
DockCamera.LookAt = rootPlanet.Body.transform;
var shipVelocity = ship.GetBehavior<VelocityLimit>().Limit;
var followOrbitPosition = Zone.GetOrbitPosition(followOrbit);
var shipDirection = normalize(Zone.GetOrbitPosition(rootOrbit) - followOrbitPosition);
ship.Position.xz = followOrbitPosition - shipDirection * shipVelocity * IntroDuration;
var startTime = Time.time;
while (Time.time - startTime < IntroDuration)
{
ship.Direction = shipDirection;
ship.Velocity = shipDirection * shipVelocity;
yield return null;
}
BindToEntity(ship);
}
public void Dock()
{
if (CurrentEntity.Parent != null) return;
@ -1356,8 +1326,9 @@ public class ActionGameManager : MonoBehaviour
CurrentEntity.TractorPower =
saturate(CurrentEntity.TractorPower + sign(tractorPower - CurrentEntity.TractorPower) * Time.deltaTime * 2);
}
Zone.Update(Time.deltaTime);
}
// One clock steps the zone, paused or not: a paused frame feeds it no real time.
Clock.Advance(_paused ? 0f : Time.deltaTime, Zone.Update);
}
private static string ResultLabel(ShotResult result) => result switch

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@ -416,9 +416,10 @@ public class EntityInstance : MonoBehaviour
var direction = FireControl.Solution(weapon, Entity, Entity.Target.Value).Direction;
group.Value.position = barrel + new Vector3(direction.x, 0, direction.y) * aimDistance;
}
LocalSpace.localPosition = transform.position = Entity.Position.ToUnity();
var drawn = DrawAhead.Position(Entity, ActionGameManager.Clock.Lead);
LocalSpace.localPosition = transform.position = drawn.ToUnity();
if (_influenceInstance)
_influenceInstance.position = new Vector3(Entity.Position.x, 0, Entity.Position.z);
_influenceInstance.position = new Vector3(drawn.x, 0, drawn.z);
}
public virtual void OnDestroy()

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@ -138,6 +138,6 @@ public class ShipInstance : EntityInstance
emissionModule.rateOverTimeMultiplier = thrusterInstance.BaseEmission * thrusterInstance.Thruster.Axis * thrusterInstance.Thruster.Condition;
}
transform.rotation = Ship.Rotation.ToUnity();
transform.rotation = DrawAhead.Rotation(Ship, ActionGameManager.Clock.Lead).ToUnity();
}
}

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@ -151,8 +151,9 @@ public class AetherDrive : Behavior, IPowerConsumer
ThrustDirection = forward * (_axis.x * force.x / Entity.Mass) + right * (_axis.y * force.y / Entity.Mass);
Entity.Velocity += ThrustDirection;
Entity.Direction = mul(Entity.Direction,
CultMath.float2x2.Rotate(force.z * _axis.z * ItemManager.GameplaySettings.AetherTorqueMultiplier / Entity.Mass));
var turn = force.z * _axis.z * ItemManager.GameplaySettings.AetherTorqueMultiplier / Entity.Mass;
Entity.Direction = mul(Entity.Direction, CultMath.float2x2.Rotate(turn));
if (dt > 0) Entity.TurnRate += turn / dt;
if(float.IsNaN(Entity.Velocity.x))
ItemManager.Log("FUCK FUCK FUCK FUCK");

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@ -125,8 +125,9 @@ public class Thruster : Behavior, IAnalogBehavior, IPowerConsumer
{
var thrust = Thrust;
Entity.Velocity -= Direction.xz * _input * thrust / Entity.Mass * dt;
Entity.Direction = mul(Entity.Direction,
CultMath.float2x2.Rotate(_input * Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass * dt));
var turnRate = _input * Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass;
Entity.Direction = mul(Entity.Direction, CultMath.float2x2.Rotate(turnRate * dt));
Entity.TurnRate += turnRate;
AddHeat(_input * Evaluate(_data.Heat) * dt);
var vis = _input * Evaluate(_data.Visibility);
if (!Entity.VisibilitySources.ContainsKey(this) || vis > Entity.VisibilitySources[this])

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@ -0,0 +1,36 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using CultMath;
using static CultMath.math;
// Where a presenter draws the latest sim state when the frame falls Lead sim seconds after the last step. Pure reads
// of the simulation for presenters (never called by ServerShared): the sim owns every pose and no presenter stores
// one, a previous state or a velocity of its own.
public static class DrawAhead
{
public static float3 Position(Entity entity, float lead) =>
entity.Position + float3(entity.Velocity.x, 0, entity.Velocity.y) * lead;
// The ship's rotation turned about its own up axis by the rate its last step turned, for lead seconds.
public static quaternion Rotation(Ship ship, float lead)
{
var q = ship.Rotation;
var u = float3(q.x, q.y, q.z);
var up = float3(0, 1, 0);
up += 2 * (q.w * cross(u, up) + cross(u, cross(u, up)));
var half = -ship.TurnRate * lead * .5f;
var s = sin(half);
var t = new quaternion(up.x * s, up.y * s, up.z * s, cos(half));
// Hamilton product t * q: CultMath carries no quaternion product (a gap in CultMath, not filled here).
return normalize(new quaternion(
t.w * q.x + t.x * q.w + t.y * q.z - t.z * q.y,
t.w * q.y - t.x * q.z + t.y * q.w + t.z * q.x,
t.w * q.z + t.x * q.y - t.y * q.x + t.z * q.w,
t.w * q.w - t.x * q.x - t.y * q.y - t.z * q.z));
}
// Zone time for a presenter that evaluates a sim function of time (FireControl.RoundAt).
public static float Time(Zone zone, float lead) => zone.Time + lead;
}

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@ -0,0 +1,11 @@
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@ -27,6 +27,10 @@ public abstract class Entity
public float3 Position;
public float2 Direction = float2(0,1);
public float2 Velocity;
// Rad per sim second, signed as the step turns Direction: the sum of this step's rotation actuators' applied
// angle over the step. Runtime only, zeroed at the start of Update, so a staged, loaded or wormhole write to
// Direction is never a turn. Read only by DrawAhead.
public float TurnRate;
// Runtime only, never saved; Entity.Update is the one writer of both. Acceleration is the planar velocity change
// across the base update over its delta (thrust, not the drag or gravity a subclass applies before calling it),
@ -1359,6 +1363,7 @@ public abstract class Entity
public virtual void Update(float delta)
{
TurnRate = 0;
if (!_active) return;
var velocityBefore = Velocity;

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@ -0,0 +1,54 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
// The one relation between simulation time and real time. Real seconds go in; whole fixed steps come out, each
// handed to the caller's step action with the same Step. Nothing else in the game converts frame time to sim time,
// and nothing integrates a sim quantity on this clock: presenters read Lead to draw ahead of the latest step
// (DrawAhead) and decide no sim fact.
public sealed class SimClock
{
// The longest real time one frame may feed. A hitch (a load, a breakpoint) is a slow frame, not a burst of
// catch-up steps.
public const float MaxFrameSeconds = .1f;
private readonly double _period;
private double _accumulator;
public SimClock(float step, float stepsPerRealSecond = 60)
{
if (!(step > 0)) throw new ArgumentOutOfRangeException(nameof(step));
if (!(stepsPerRealSecond > 0)) throw new ArgumentOutOfRangeException(nameof(stepsPerRealSecond));
Step = step;
StepsPerRealSecond = stepsPerRealSecond;
_period = 1.0 / stepsPerRealSecond;
}
// Sim seconds per step, fixed for the clock's life.
public float Step { get; }
public float StepsPerRealSecond { get; }
public long Steps { get; private set; }
// Sim seconds since the last step, 0 <= Lead < Step.
public float Lead => (float) (_accumulator * StepsPerRealSecond * Step);
// Feeds real seconds (negative counts as none, one frame counts at most MaxFrameSeconds) and runs the whole
// steps they pay for. Returns how many ran.
public int Advance(float realSeconds, Action<float> step)
{
_accumulator += Math.Min(Math.Max(realSeconds, 0f), MaxFrameSeconds);
var ran = 0;
while (_accumulator >= _period)
{
_accumulator -= _period;
step(Step);
Steps++;
ran++;
}
return ran;
}
}

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@ -0,0 +1,262 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
using CultMath;
using UniRx;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
// SimClock owns sim time's relation to real time: frames of real seconds in, whole fixed steps out. Nothing here hands
// a clock to a presenter; DrawAhead is pure reads of the latest state.
public sealed class SimClockTests
{
private static readonly float[] Irregular = { 1f / 144, 1f / 30, 1f / 90 };
// Runs frames cycling through the lengths until the clock has run the steps; returns the step values it passed.
private static List<float> Drive(SimClock clock, float[] frames, long steps)
{
var passed = new List<float>();
for (var frame = 0; clock.Steps < steps; frame++)
clock.Advance(frames[frame % frames.Length], dt => passed.Add(dt));
return passed;
}
[Fact]
public void TheStepNeverChanges()
{
foreach (var frames in new[] { new[] { 1f / 60 }, Irregular, new[] { .09f, .004f, 0f, 3f } })
{
var clock = new SimClock(1f / 60f);
var passed = Drive(clock, frames, 500);
Assert.True(passed.Count >= 500);
Assert.All(passed, dt => Assert.Equal(clock.Step, dt));
}
var slow = new SimClock(.1f, 6);
Assert.All(Drive(slow, Irregular, 50), dt => Assert.Equal(.1f, dt));
}
[Fact]
public void StepsFollowRealTime()
{
// Ten real seconds of irregular frames.
var clock = new SimClock(1f / 60f);
var elapsed = 0.0;
for (var frame = 0; elapsed < 10.0; frame++)
{
var seconds = Irregular[frame % Irregular.Length];
elapsed += seconds;
clock.Advance(seconds, _ => { });
}
Assert.InRange(elapsed, 10.0, 10.1);
Assert.InRange(clock.Steps, Math.Round(elapsed * 60) - 1, Math.Round(elapsed * 60) + 1);
var slow = new SimClock(1f / 60f, 30);
for (var frame = 0; frame < 600; frame++) slow.Advance(1f / 60, _ => { });
Assert.InRange(slow.Steps, 299, 301);
}
[Fact]
public void AHitchIsClamped()
{
var clock = new SimClock(1f / 60f);
var ran = clock.Advance(5f, _ => { });
Assert.Equal(6, ran);
Assert.Equal(6, clock.Steps);
}
[Fact]
public void PauseFeedsNothing()
{
var clock = new SimClock(1f / 60f);
clock.Advance(.025f, _ => { });
var lead = clock.Lead;
var steps = clock.Steps;
Assert.True(lead > 0);
foreach (var seconds in new[] { 0f, -1f })
{
Assert.Equal(0, clock.Advance(seconds, _ => throw new InvalidOperationException()));
Assert.Equal(lead, clock.Lead);
Assert.Equal(steps, clock.Steps);
}
}
[Fact]
public void LeadIsHonest()
{
var clock = new SimClock(.1f, 6);
double sinceLastStep = 0;
for (var frame = 0; frame < 400; frame++)
{
// The real time since the last step: what was left over plus this frame, less the steps it paid for.
sinceLastStep += Irregular[frame % Irregular.Length];
var seconds = Irregular[frame % Irregular.Length];
clock.Advance(seconds, _ => sinceLastStep -= 1.0 / clock.StepsPerRealSecond);
Assert.InRange(clock.Lead, 0f, clock.Step * .99999f);
Assert.Equal(sinceLastStep * clock.StepsPerRealSecond * clock.Step, clock.Lead, 4);
}
}
[Fact]
public void ABadClockIsRefusedByFieldName()
{
Assert.Equal("step", Assert.Throws<ArgumentOutOfRangeException>(() => new SimClock(0f)).ParamName);
Assert.Equal("stepsPerRealSecond", Assert.Throws<ArgumentOutOfRangeException>(() => new SimClock(1f, 0f)).ParamName);
}
}
public sealed partial class RunStartTests
{
private const float ClockFrame = 1f / 60f;
private const int HistorySteps = 1800;
// The Duel launched as the game launches it, its item random reseeded so play draws the same numbers every time.
private (Zone arena, Ship player) LaunchDuel()
{
var launched = Launch(new Duel());
Assert.Empty(launched.failures);
_items.Random = new CultMath.Random(0xC0FFEE);
launched.staged.Player.MovementDirection = float2(0, 1);
launched.staged.Player.Turn = .5f;
return (launched.arena, launched.staged.Player);
}
private static string R(float value) => value.ToString("R", CultureInfo.InvariantCulture);
// Everything the step decides, as text: the zone clock, each entity's pose and condition, and each shot resolved.
private static string Snapshot(Zone zone, List<string> shots)
{
var text = new StringBuilder(R(zone.Time));
foreach (var entity in zone.Entities)
{
text.Append($"|{entity.Name} {R(entity.Position.x)},{R(entity.Position.z)} v{R(entity.Velocity.x)},{R(entity.Velocity.y)} " +
$"d{R(entity.Direction.x)},{R(entity.Direction.y)} w{R(entity.TurnRate)} h{R(entity.Hull.Durability)}");
if (entity.Shield != null) text.Append($" s{R(entity.Shield.Progress)}");
if (entity.Temperature != null)
{
var heat = 0f;
foreach (var cell in entity.Temperature) heat += cell;
text.Append($" t{R(heat)}");
}
}
text.Append($"|shots {string.Join(",", shots)}");
shots.Clear();
return text.ToString();
}
// Feeds the zone through one SimClock with the frames cycled, snapshotting every step until HistorySteps have run.
private static List<string> History(Zone zone, float[] frames)
{
var clock = new SimClock(1f / 60f);
var shots = new List<string>();
using var _ = zone.ShotResolved.Subscribe(outcome => shots.Add($"{outcome.ShotId}:{outcome.Result}"));
var history = new List<string>();
for (var frame = 0; history.Count < HistorySteps; frame++)
clock.Advance(frames[frame % frames.Length], dt =>
{
zone.Update(dt);
history.Add(Snapshot(zone, shots));
});
return history.Take(HistorySteps).ToList();
}
// Control: the same launch driven twice the same way is the same history. If this fails the simulation is
// nondeterministic before the clock is involved, and FrameTimesDoNotChangeHistory proves nothing.
[Fact]
public void OneHistoryTwice()
{
var first = History(LaunchDuel().arena, new[] { ClockFrame });
var second = History(LaunchDuel().arena, new[] { ClockFrame });
Assert.Equal(first, second);
Assert.Contains(first, line => !line.EndsWith("shots "));
}
[Fact]
public void FrameTimesDoNotChangeHistory()
{
var steady = History(LaunchDuel().arena, new[] { ClockFrame });
var irregular = History(LaunchDuel().arena, new[] { 1f / 144, 1f / 30, 1f / 90 });
Assert.Equal(steady.Count, irregular.Count);
for (var step = 0; step < steady.Count; step++)
Assert.True(steady[step] == irregular[step], $"step {step}: {steady[step]} != {irregular[step]}");
}
private static float SignedTurn(float2 before, float2 after) =>
atan2(before.x * after.y - before.y * after.x, dot(before, after));
[Fact]
public void TurnRateIsTheActuatorsTurn()
{
var (arena, player) = LaunchDuel();
Assert.Equal(0f, player.TurnRate); // staged: nothing has turned it
var turned = 0;
for (var step = 0; step < 240; step++)
{
var before = player.Direction;
arena.Update(ClockFrame);
var angle = SignedTurn(before, player.Direction);
Assert.Equal(abs(angle), abs(player.TurnRate * ClockFrame), 5);
// A positive turn demand turns clockwise, and TurnRate is signed the way the step turned Direction.
if (abs(player.TurnRate) > 1e-4f)
{
turned++;
Assert.True(player.TurnRate > 0 == dot(player.Direction, before.Rotate(ItemRotation.Clockwise)) > 0);
}
}
Assert.True(turned > 60, "the held turn turned the ship");
// A write to Direction between steps (staging, a load, a wormhole exit) is not a turn.
player.Turn = 0;
for (var step = 0; step < 600 && abs(player.TurnRate) > 0; step++) arena.Update(ClockFrame);
player.Direction = normalize(float2(3, -4));
arena.Update(ClockFrame);
Assert.Equal(0f, player.TurnRate);
}
[Fact]
public void DrawAheadIsTheStateAtZeroLead()
{
var (arena, player) = LaunchDuel();
for (var step = 0; step < 120; step++) arena.Update(ClockFrame);
var before = Snapshot(arena, new List<string>());
var zero = DrawAhead.Position(player, 0);
Assert.Equal(player.Position.x, zero.x);
Assert.Equal(player.Position.y, zero.y);
Assert.Equal(player.Position.z, zero.z);
var rotation = DrawAhead.Rotation(player, 0);
Assert.Equal(1f, abs(rotation.x * player.Rotation.x + rotation.y * player.Rotation.y + rotation.z * player.Rotation.z + rotation.w * player.Rotation.w), 5);
const float lead = .007f;
var ahead = DrawAhead.Position(player, lead);
Assert.Equal(player.Position.x + player.Velocity.x * lead, ahead.x, 6);
Assert.Equal(player.Position.y, ahead.y);
Assert.Equal(player.Position.z + player.Velocity.y * lead, ahead.z, 6);
Assert.Equal(arena.Time + lead, DrawAhead.Time(arena, lead));
Assert.Equal(before, Snapshot(arena, new List<string>()));
}
// The turn a presenter draws ahead is the turn the next step makes: a ship held in a steady turn, drawn one whole
// step ahead of the pose it was last given, is where the sim puts that pose next.
[Fact]
public void DrawnRotationFollowsTheTurn()
{
var (arena, player) = LaunchDuel();
player.Turn = 1f;
for (var step = 0; step < 300; step++) arena.Update(ClockFrame);
var rate = player.TurnRate;
Assert.True(abs(rate) > .05f, "the ship is turning");
var drawn = DrawAhead.Rotation(player, ClockFrame);
arena.Update(ClockFrame);
Assert.True(abs(player.TurnRate - rate) < 1e-3f * abs(rate), "the turn is steady");
var next = player.Rotation;
Assert.Equal(1f, abs(drawn.x * next.x + drawn.y * next.y + drawn.z * next.z + drawn.w * next.w), 4);
}
}