keep the catch up for small delays and truncate larger ones
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@@ -74,6 +74,8 @@ namespace OpenRA
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public static int NetFrameNumber { get { return orderManager.NetFrameNumber; } }
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public static int LocalTick { get { return orderManager.LocalFrameNumber; } }
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public const int NetTickScale = 3; // 120 ms net tick for 40 ms local tick
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public const int MinTick = 1;
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public const int MaxTick = 10;
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public const int Timestep = 40;
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public static event Action<OrderManager> ConnectionStateChanged = _ => { };
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@@ -175,11 +177,13 @@ namespace OpenRA
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var world = orderManager.world;
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var worldTimestep = world == null ? Timestep : world.Timestep;
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var worldTickDelta = tick - orderManager.LastTickTime;
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var worldTickDelta = (tick - orderManager.LastTickTime);
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if (worldTimestep != 0 && worldTickDelta >= worldTimestep)
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using (new PerfSample("tick_time"))
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{
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orderManager.LastTickTime += (worldTickDelta / worldTimestep) * worldTimestep;
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var relativeTickDelta = (worldTickDelta / worldTimestep) * worldTimestep;
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var tickIntervall = relativeTickDelta > MinTick && relativeTickDelta < MaxTick ? MinTick : relativeTickDelta;
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orderManager.LastTickTime += tickIntervall;
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if (orderManager.GameStarted)
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++Viewport.TicksSinceLastMove;
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