forked from MagicBane/Server
MB Dev Notes added to critical classes.
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@@ -24,10 +24,16 @@ import java.time.Duration;
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import java.time.Instant;
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import java.util.Collection;
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/*
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* This class contains all methods necessary to drive periodic
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* updates of the game simulation from the main _exec loop.
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*/
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// MB Dev Notes:
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//
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// Class models timers that drive Magicbane simulation ticks used
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// for movement updates, triggers and more. Eventually we hope to
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// refactor to more of a traditional simulation appropriate for a
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// mmo with a transform class and other bells and whistles.
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//
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// Do as little as possible in here. For any tick you do not want
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// deltaTime to approach 1.0f.
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public enum SimulationManager {
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SERVERHEARTBEAT;
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@@ -35,15 +41,14 @@ public enum SimulationManager {
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private static final long CITY_PULSE = 2000;
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private static final long RUNEGATE_PULSE = 3000;
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private static final long UPDATE_PULSE = 1000;
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private static final long FlIGHT_PULSE = 100;
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private static final long FLIGHT_PULSE = 100;
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public static Duration executionTime = Duration.ofNanos(1);
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public static Duration executionMax = Duration.ofNanos(1);
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private static SimulationManager instance = null;
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private long _cityPulseTime = System.currentTimeMillis() + CITY_PULSE;
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private long _runegatePulseTime = System.currentTimeMillis()
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+ RUNEGATE_PULSE;
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private long _updatePulseTime = System.currentTimeMillis() + UPDATE_PULSE;
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private long _flightPulseTime = System.currentTimeMillis() + FlIGHT_PULSE;
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private long _flightPulseTime = System.currentTimeMillis() + FLIGHT_PULSE;
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private SimulationManager() {
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@@ -181,7 +186,7 @@ public enum SimulationManager {
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player.updateFlight();
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}
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_flightPulseTime = System.currentTimeMillis() + FlIGHT_PULSE;
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_flightPulseTime = System.currentTimeMillis() + FLIGHT_PULSE;
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}
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private void pulseCities() {
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