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* Serialization docs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * ECS docs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * scattered docs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Fixes --------- Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
107 lines
3.5 KiB
C#
107 lines
3.5 KiB
C#
using System;
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using Robust.Shared.Serialization;
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namespace Robust.Shared.Timing
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{
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/// <summary>
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/// Represents a tick at some point in time over the game's runtime.
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/// The actual span of time a tick <b>is</b> depends on the <see cref="F:Robust.Shared.CVars.NetTickrate"/>.
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/// </summary>
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/// <remarks>
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/// <para>
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/// While the game does use ticks for some timing, they are always an arbitrary time step. If you need to
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/// measure exact passage of time, you should use <see cref="TimeSpan"/>s instead in your reference frame
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/// (client, server, etc.) from <see cref="IGameTiming"/>.
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/// </para>
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/// <para>
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/// Ticks are appropriate for thinking purely relative to previous game ticks, for example tracking the last
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/// time modification occurred on a component for networking purposes.
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/// </para>
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/// <para>
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/// The game can theoretically run out of ticks. At the default tickrate, this is after approximately 4.5 years.
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/// It is recommended to reboot the game before that happens.
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/// </para>
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/// </remarks>
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/// <seealso cref="IGameTiming"/>
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[Serializable, NetSerializable]
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public readonly struct GameTick : IEquatable<GameTick>, IComparable<GameTick>
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{
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public static readonly GameTick Zero = new(0);
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public static readonly GameTick First = new(1);
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public static readonly GameTick MaxValue = new(uint.MaxValue);
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public readonly uint Value;
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/// <summary>
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/// Constructs a new instance of <c>GameTick</c>.
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/// </summary>
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/// <param name="value"></param>
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public GameTick(uint value)
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{
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Value = value;
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}
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/// <inheritdoc />
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public bool Equals(GameTick other)
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{
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return Value == other.Value;
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}
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/// <inheritdoc />
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public override bool Equals(object? obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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return obj is GameTick other && Equals(other);
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}
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/// <inheritdoc />
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public override int GetHashCode()
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{
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return (int) Value;
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}
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/// <summary>
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/// Check for equality by value between two objects.
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/// </summary>
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public static bool operator ==(GameTick a, GameTick b)
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{
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return a.Value == b.Value;
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}
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/// <summary>
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/// Check for inequality by value between two objects.
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/// </summary>
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public static bool operator !=(GameTick a, GameTick b)
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{
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return a.Value != b.Value;
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}
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/// <inheritdoc />
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public int CompareTo(GameTick other)
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{
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return Value.CompareTo(other.Value);
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}
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public static bool operator >(GameTick a, GameTick b) => a.Value > b.Value;
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public static bool operator >=(GameTick a, GameTick b) => a.Value >= b.Value;
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public static bool operator <(GameTick a, GameTick b) => a.Value < b.Value;
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public static bool operator <=(GameTick a, GameTick b) => a.Value <= b.Value;
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public static GameTick operator +(GameTick a, uint b)
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{
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return new(a.Value + b);
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}
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public static GameTick operator -(GameTick a, uint b)
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{
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return new(a.Value - b);
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}
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/// <inheritdoc />
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public override string ToString()
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{
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return Value.ToString();
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}
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}
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}
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