Commit Graph
17 Commits
Author SHA1 Message Date
ike709andGitHub 23d0b8a555 Expose LastTick on IGameTiming (#2518) 2022-02-08 14:02:36 +11:00
de4d255841 Analyzer to enforce classes to be either [Virtual], abstract, or sealed. (#2469)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2022-02-05 19:31:58 +01:00
Pieter-Jan Briers b4098668bb Use ring buffer for IGameTiming._realFrameTimes.
List.RemoveAt(0) is inefficient.
2021-07-31 16:06:08 +02:00
Vera Aguilera PuertoandGitHub 4dd04207ac Shared GameTiming no longer depends on INetManager (#1697)
Adds ClientGameTiming with prediction and local/server time methods.
2021-04-14 11:40:02 -07:00
Pieter-Jan Briers 2d72a2bdb5 Server timing improvements.
Add helpers.
Fix desynchronized NetTime.
2021-02-13 11:42:12 +01:00
AcruidandGitHub 2183cd7ca1 Massive Namespace Cleanup (#1544)
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
2021-02-10 23:27:19 -08:00
Pieter-Jan Briers 6973d43006 Network timing synchronization.
Lidgren NetTime.Now is now synchronized to IGameTiming.RealTime.

NetChannel is now a nested class of NetManager.

Add IGameTiming.ServerTime, INetChannel.RemoteTimeOffset, INetChannel.RemoteTime
2021-02-09 14:28:20 +01:00
AcruidandGitHub cd3a85ea04 Replicated CVars (#1489) 2021-01-13 10:02:08 +01:00
b8e5b47e7a Use 'new' expression in places where the type is evident for the engine (#1415)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-11-26 00:16:55 +01:00
Acruid 900bf76a7d Attempt #2 to fix the timing bugs. CurTime increases again, and all the unit tests pass this time.
This resolves https://github.com/space-wizards/space-station-14/issues/1560.
Special thanks to PJB's prediction unit tests.
2020-07-31 23:20:35 -07:00
Acruid 2b692d596e Stops the GameTiming class from blindly caching the curTime constantly, regardless of it was in prediction/simulation or not. This seems to completely solve the issue of CurTime being negative. As long as Tickrate is only changed when processing the latest server state (not half way through prediction), everything should be OK. 2020-07-30 17:20:52 -07:00
ComicIronicandGitHub 15432bf8a7 Fix client CurTime jumps (#1113)
This fixes the issue where CurTime on the client would sometimes jump by
massive values. It was caused by an underflow when the current tick
would be before the most recently cached tick, due to time going in
reverse.
2020-06-07 22:27:19 +02:00
ComicIronicandGitHub caa876dbb3 Fix TickRate causing CurTime jumps (#1106) 2020-06-06 23:50:02 +02:00
Pieter-Jan BriersandGitHub 0c8f869cb4 Prediction (#1027) 2020-04-18 17:35:54 +02:00
Pieter-Jan BriersandGitHub e2c7a0086c Integration Testing Framework. (#804)
* Server works if not connected to a tty.

* Rich presence does not run IoC resolution at runtime anymore.

* Work towards integration tests.

Mostly work related to making it so the server and client can run in
parallel, and allowing more control over main loop for testing.

* Lots of code relating to integration tests.
2019-05-04 17:51:20 +02:00
AcruidandPieter-Jan Briers a5a3a539dc Tick Logic Timing and Bandwidth Improvements (#795)
Code was changed so that time starts at tick zero, and all entities are initialized in the space between tick 0 to 1. This was a solution to the fact fromSequence was including entities with lastStateUpdate tick one less than the actual sequence number. This is purely an issue about when exactly the game does its logic relative to the tick signals, ie positive or negative edge of the tick. Right now the game is set up to run the game logic on the positive edge of a Tick (enforced by GameLoop).

The second big part is that an empty collection takes 5ish bytes more than a null collection in the NetSerializer, even though they are conceptually the same thing in a game state. This PR puts null checks around everything and allows GameStates to have whole sections of itself null. This reduced the payload size of an empty game state from 49B to 15B.

This PR also fixes the bug where the physics system marks every movable entity as dirty every tick.
2019-04-20 18:08:43 +02:00
SilverandGitHub 25926a17b7 Renames SS14.* to Robust.* (#793)
RobustToolbox projects should be named Robust.* 

This PR changes the RobustToolbox projects from SS14.* to Robust.*

Updates SS14.* prefixes/namespaces to Robust.*
Updates SpaceStation14.sln to RobustToolbox.sln
Updates MSBUILD/SS14.* to MSBUILD/Robust.*
Updates CSProject and MSBuild references for the above
Updates git_helper.py
Removes Runserver and Runclient as they are unusable
2019-04-15 20:24:59 -06:00