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Add discard_overstep function to Time<Fixed> #10453
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alice-i-cecile
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C-Usability
A targeted quality-of-life change that makes Bevy easier to use
A-Time
Involves time keeping and reporting
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Nov 9, 2023
alice-i-cecile
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Doc formatting is just a nit, this seems useful and simple to me.
Co-authored-by: Alice Cecile <[email protected]>
atlv24
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Nov 18, 2023
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This PR has been approved by the community. It's ready for a maintainer to consider merging it
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# Objective There is no easy way to discard some amount for `Time<Fixed>`'s overstep. This can be useful for online games when the client receives information about a tick (which happens when you get a FPS drop or the ping changes for example) it has not yet processed, it can discard overstep equal to the number of ticks it can jump ahead. Currently the workaround would be to create a new `Time<Fixed>` copy the old timestep, advance it by the overstep amount that would remain after subtracting the discarded amount, and using `.context_mut()` to overwrite the old context with the new one. If you overwrite the whole `Time<Fixed>` or forget to copy over the timestep you can introduce undesirable side effects. ## Solution Introduce a `discard_overstep` method, which discards the provided amount of overstep. It uses satuarting_sub to avoid errors (negative `Duration`s do not exist). --- ## Changelog - Added `discard_overstep` function to `Time<Fixed>` --------- Co-authored-by: Alice Cecile <[email protected]>
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Jan 9, 2024
# Objective There is no easy way to discard some amount for `Time<Fixed>`'s overstep. This can be useful for online games when the client receives information about a tick (which happens when you get a FPS drop or the ping changes for example) it has not yet processed, it can discard overstep equal to the number of ticks it can jump ahead. Currently the workaround would be to create a new `Time<Fixed>` copy the old timestep, advance it by the overstep amount that would remain after subtracting the discarded amount, and using `.context_mut()` to overwrite the old context with the new one. If you overwrite the whole `Time<Fixed>` or forget to copy over the timestep you can introduce undesirable side effects. ## Solution Introduce a `discard_overstep` method, which discards the provided amount of overstep. It uses satuarting_sub to avoid errors (negative `Duration`s do not exist). --- ## Changelog - Added `discard_overstep` function to `Time<Fixed>` --------- Co-authored-by: Alice Cecile <[email protected]>
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Labels
A-Time
Involves time keeping and reporting
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Objective
There is no easy way to discard some amount for
Time<Fixed>
's overstep. This can be useful for online games when the client receives information about a tick (which happens when you get a FPS drop or the ping changes for example) it has not yet processed, it can discard overstep equal to the number of ticks it can jump ahead.Currently the workaround would be to create a new
Time<Fixed>
copy the old timestep, advance it by the overstep amount that would remain after subtracting the discarded amount, and using.context_mut()
to overwrite the old context with the new one. If you overwrite the wholeTime<Fixed>
or forget to copy over the timestep you can introduce undesirable side effects.Solution
Introduce a
discard_overstep
method, which discards the provided amount of overstep. It uses satuarting_sub to avoid errors (negativeDuration
s do not exist).Changelog
discard_overstep
function toTime<Fixed>