fixed a "bug" that assumed the framerates are normally distributed

This commit is contained in:
minjaesong
2022-10-15 13:12:14 +09:00
parent 93af194c8a
commit ccef7c32a0
6 changed files with 35 additions and 13 deletions

View File

@@ -742,6 +742,8 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
private var oldCamX = 0
private var oldPlayerX = 0.0
private var deltaTeeCleared = false
/**
* Ingame (world) related updates; UI update must go to renderGame()
*/
@@ -756,7 +758,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
// will also queue up the block/wall/wire placed events
ingameController.update()
if (!paused || newWorldLoadedLatch) {
if ((!paused && !App.isScreenshotRequested()) || newWorldLoadedLatch) {
//hypothetical_input_capturing_function_if_you_finally_decided_to_forgo_gdx_input_processor_and_implement_your_own_to_synchronise_everything()
@@ -822,11 +824,17 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
if (KeyToggler.isOn(App.getConfigInt("debug_key_deltat_benchmark"))) {
deltaTeeBenchmarks.appendHead(1f / Gdx.graphics.deltaTime)
if (deltaTeeCleared) deltaTeeCleared = false
}
else if (!deltaTeeCleared) {
deltaTeeCleared = true
deltaTeeBenchmarks.clear()
}
}
if (!paused || newWorldLoadedLatch) {
if ((!paused && !App.isScreenshotRequested()) || newWorldLoadedLatch) {
// completely consume block change queues because why not
terrainChangeQueue.clear()
wallChangeQueue.clear()
@@ -858,7 +866,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
//println("paused = $paused")
if (!paused && newWorldLoadedLatch) newWorldLoadedLatch = false
if ((!paused && !App.isScreenshotRequested()) && newWorldLoadedLatch) newWorldLoadedLatch = false
}