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Add a failsafe for cascading FixedUpdate
time accumulation
#8544
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ca994a4
Add a failsafe for cascading FixedUpdate time accumulation
alice-i-cecile 0cc49e5
Use a simpler tick counting mechanism
alice-i-cecile ece5f64
Formatting
alice-i-cecile 9d50054
Help out cargo fmt
alice-i-cecile edb8da3
Increase default and move to a const
alice-i-cecile fa9e2ea
Swap to a usize
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If the game enters the "death spiral", this warning will print out three times per second, constantly. I'm not sure what the policy on warning spam is, so this may be okay.
Also, if the game freezes for a while for any reason (OS freeze for 5 seconds, memory swapping, big blocking loading operation inside game, whatever), these warnings will be printed out for a while (freeze duration seconds * 3 times) until the situation resolves itself. In this case, saying that
update schedule is falling behind
is incorrect, as it is rather catching up to realtime after a freeze.And if there is a longer freeze, like OS suspend, that lasts for hours or days, then after resuming we'll be stuck doing maximum amount of fixed updates for a very long time as the game catches up to realtime with 20x acceleration but no faster – and the warnings are printed out for the entire duration it is catching up. However, fixing this is out of scope for this pull, so we don't need to care about the behaviour in this case.