mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Ultimately use setting in day cycle updates.
(First functional commit.)
This commit is contained in:
parent
7e4ea483e0
commit
4a3d1bbb86
@ -1804,6 +1804,7 @@ impl Client {
|
|||||||
},
|
},
|
||||||
true,
|
true,
|
||||||
None,
|
None,
|
||||||
|
&self.connected_server_constants
|
||||||
);
|
);
|
||||||
// TODO: avoid emitting these in the first place
|
// TODO: avoid emitting these in the first place
|
||||||
let _ = self
|
let _ = self
|
||||||
|
@ -4,4 +4,12 @@ use serde::{Serialize, Deserialize};
|
|||||||
#[derive(Debug, Serialize, Deserialize, Clone)]
|
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||||
pub struct ServerConstants {
|
pub struct ServerConstants {
|
||||||
pub day_cycle_coefficient: f64,
|
pub day_cycle_coefficient: f64,
|
||||||
|
}
|
||||||
|
impl Default for ServerConstants {
|
||||||
|
fn default() -> Self {
|
||||||
|
ServerConstants {
|
||||||
|
// == 30.0 via server settings (the default)
|
||||||
|
day_cycle_coefficient: 24.0 * 2.0,
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
@ -22,6 +22,7 @@ use common::{
|
|||||||
trade::Trades,
|
trade::Trades,
|
||||||
vol::{ReadVol, WriteVol},
|
vol::{ReadVol, WriteVol},
|
||||||
weather::{Weather, WeatherGrid},
|
weather::{Weather, WeatherGrid},
|
||||||
|
shared_server_config::ServerConstants,
|
||||||
};
|
};
|
||||||
use common_base::span;
|
use common_base::span;
|
||||||
use common_ecs::{PhysicsMetrics, SysMetrics};
|
use common_ecs::{PhysicsMetrics, SysMetrics};
|
||||||
@ -39,9 +40,6 @@ use std::{sync::Arc, time::Instant};
|
|||||||
use timer_queue::TimerQueue;
|
use timer_queue::TimerQueue;
|
||||||
use vek::*;
|
use vek::*;
|
||||||
|
|
||||||
/// How much faster should an in-game day be compared to a real day?
|
|
||||||
// TODO: Don't hard-code this.
|
|
||||||
const DAY_CYCLE_FACTOR: f64 = 24.0 * 2.0;
|
|
||||||
/// At what point should we stop speeding up physics to compensate for lag? If
|
/// At what point should we stop speeding up physics to compensate for lag? If
|
||||||
/// we speed physics up too fast, we'd skip important physics events like
|
/// we speed physics up too fast, we'd skip important physics events like
|
||||||
/// collisions. This constant determines the upper limit. If delta time exceeds
|
/// collisions. This constant determines the upper limit. If delta time exceeds
|
||||||
@ -597,6 +595,7 @@ impl State {
|
|||||||
add_systems: impl Fn(&mut DispatcherBuilder),
|
add_systems: impl Fn(&mut DispatcherBuilder),
|
||||||
update_terrain_and_regions: bool,
|
update_terrain_and_regions: bool,
|
||||||
mut metrics: Option<&mut StateTickMetrics>,
|
mut metrics: Option<&mut StateTickMetrics>,
|
||||||
|
server_constants: &ServerConstants
|
||||||
) {
|
) {
|
||||||
span!(_guard, "tick", "State::tick");
|
span!(_guard, "tick", "State::tick");
|
||||||
|
|
||||||
@ -610,8 +609,7 @@ impl State {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Change the time accordingly.
|
// Change the time accordingly.
|
||||||
self.ecs.write_resource::<TimeOfDay>().0 += dt.as_secs_f64() * DAY_CYCLE_FACTOR;
|
self.ecs.write_resource::<TimeOfDay>().0 += dt.as_secs_f64() * server_constants.day_cycle_coefficient;
|
||||||
self.ecs.write_resource::<Time>().0 += dt.as_secs_f64();
|
|
||||||
|
|
||||||
// Update delta time.
|
// Update delta time.
|
||||||
// Beyond a delta time of MAX_DELTA_TIME, start lagging to avoid skipping
|
// Beyond a delta time of MAX_DELTA_TIME, start lagging to avoid skipping
|
||||||
|
@ -9,7 +9,7 @@ mod tests {
|
|||||||
terrain::{MapSizeLg, TerrainChunk},
|
terrain::{MapSizeLg, TerrainChunk},
|
||||||
uid::Uid,
|
uid::Uid,
|
||||||
util::Dir,
|
util::Dir,
|
||||||
SkillSetBuilder,
|
SkillSetBuilder, shared_server_config::ServerConstants,
|
||||||
};
|
};
|
||||||
use common_ecs::dispatch;
|
use common_ecs::dispatch;
|
||||||
use common_state::State;
|
use common_state::State;
|
||||||
@ -81,6 +81,8 @@ mod tests {
|
|||||||
},
|
},
|
||||||
false,
|
false,
|
||||||
None,
|
None,
|
||||||
|
// Dummy ServerConstants
|
||||||
|
&ServerConstants::default(),
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,6 +1,10 @@
|
|||||||
use crate::utils;
|
use crate::utils;
|
||||||
use approx::assert_relative_eq;
|
use approx::assert_relative_eq;
|
||||||
use common::{comp::Controller, resources::Time};
|
use common::{
|
||||||
|
comp::Controller,
|
||||||
|
resources::Time,
|
||||||
|
shared_server_config::ServerConstants,
|
||||||
|
};
|
||||||
use specs::WorldExt;
|
use specs::WorldExt;
|
||||||
use std::error::Error;
|
use std::error::Error;
|
||||||
use utils::{DT, DT_F64, EPSILON};
|
use utils::{DT, DT_F64, EPSILON};
|
||||||
@ -18,6 +22,7 @@ fn simple_run() {
|
|||||||
},
|
},
|
||||||
false,
|
false,
|
||||||
None,
|
None,
|
||||||
|
&ServerConstants::default(),
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -11,6 +11,7 @@ use common::{
|
|||||||
terrain::{
|
terrain::{
|
||||||
Block, BlockKind, MapSizeLg, SpriteKind, TerrainChunk, TerrainChunkMeta, TerrainGrid,
|
Block, BlockKind, MapSizeLg, SpriteKind, TerrainChunk, TerrainChunkMeta, TerrainGrid,
|
||||||
},
|
},
|
||||||
|
shared_server_config::ServerConstants,
|
||||||
};
|
};
|
||||||
use common_ecs::{dispatch, System};
|
use common_ecs::{dispatch, System};
|
||||||
use common_net::sync::WorldSyncExt;
|
use common_net::sync::WorldSyncExt;
|
||||||
@ -64,6 +65,7 @@ pub fn tick(state: &mut State, dt: Duration) {
|
|||||||
},
|
},
|
||||||
false,
|
false,
|
||||||
None,
|
None,
|
||||||
|
&ServerConstants::default(),
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -710,6 +710,7 @@ impl Server {
|
|||||||
},
|
},
|
||||||
false,
|
false,
|
||||||
Some(&mut state_tick_metrics),
|
Some(&mut state_tick_metrics),
|
||||||
|
&self.server_constants
|
||||||
);
|
);
|
||||||
|
|
||||||
let before_handle_events = Instant::now();
|
let before_handle_events = Instant::now();
|
||||||
|
Loading…
Reference in New Issue
Block a user