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Add discard_overstep function to Time<Fixed> #10453

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merged 3 commits into from
Nov 18, 2023

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NiseVoid
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@NiseVoid NiseVoid commented Nov 8, 2023

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 Durations do not exist).


Changelog

  • Added discard_overstep function to Time<Fixed>

@alice-i-cecile alice-i-cecile added C-Usability A simple quality-of-life change that makes Bevy easier to use A-Time Involves time keeping and reporting labels Nov 9, 2023
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Doc formatting is just a nit, this seems useful and simple to me.

@alice-i-cecile alice-i-cecile added this pull request to the merge queue Nov 18, 2023
@alice-i-cecile alice-i-cecile added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Nov 18, 2023
Merged via the queue into bevyengine:main with commit 1d3ae67 Nov 18, 2023
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NiseVoid added a commit to NiseVoid/bevy that referenced this pull request Dec 16, 2023
# 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 <alice.i.cecile@gmail.com>
rdrpenguin04 pushed a commit to rdrpenguin04/bevy that referenced this pull request 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 <alice.i.cecile@gmail.com>
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3 participants