SimClock owns the game tick: TickRate, GameStep, ForGame(); the 60 default and ActionGameManager's literal step are gone
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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6 changed files with 56 additions and 13 deletions
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@ -14,11 +14,19 @@ public sealed class SimClock
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// catch-up steps.
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public const float MaxFrameSeconds = .1f;
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// Game steps per real second at design speed 1, and the sim seconds one step carries. The one owner of the game's
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// tick: every driver of a game history steps Zone.Update by GameStep. Design speed (ruling sim-speed-surface) will
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// set Step = DesignSpeed / TickRate in ForGame and nowhere else.
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public const int TickRate = 60;
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public const float GameStep = 1f / TickRate;
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public static SimClock ForGame() => new SimClock(GameStep, TickRate);
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private readonly double _period;
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private double _accumulator;
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private bool _advancing;
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public SimClock(float step, float stepsPerRealSecond = 60)
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public SimClock(float step, float stepsPerRealSecond)
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{
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if (!(step > 0)) throw new ArgumentOutOfRangeException(nameof(step));
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if (!(stepsPerRealSecond > 0)) throw new ArgumentOutOfRangeException(nameof(stepsPerRealSecond));
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