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This was referenced Oct 22, 2024
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The docs site still needs to be updated, but the feature implementation itself is pretty much done. Opening this up for reviews. |
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Tested it with 4.1, both 0ms and 200ms delay (3 players as usual) |
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Implements a time-sync algorithm inspired by NTPv4 to get a reliable idea of the current time at the host. Based on the host's clock, an internal reference clock is kept and adjusted to stay in sync. A separate, simulation clock is used to drive the network tick loop. The simulation clock is constantly sped up / slowed down slightly, to stay in sync with the reference clock, and by extension, with the host's clock.
This also deprecates some settings and properties, including the three separate tick concepts ( remote tick, local tick, tick ) along with their time counterparts. With this new system, only
tickandtimeexists, since they're kept in sync with the host at all times.Closes #176