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## Description: Preparatory change for the upcoming “unbounded worker” work: decouple expensive UI layer updates from game tick frequency by moving UI ticking to wall-clock intervals. This reduces redundant UI work when the simulation runs faster than real time (notably replays / singleplayer at speed > 1) while keeping the UI responsive and predictable. ## Changes: - Add optional `Layer.getTickIntervalMs()` and enforce it in `GameRenderer.tick()` using wall-clock time. - Convert key UI layers from tick-modulus gating to fixed intervals: - `ControlPanel`: 100ms - `GameRightSidebar`: 250ms - `MainRadialMenu`: 500ms - `Leaderboard`, `NameLayer`, `ReplayPanel`, `TeamStats`: 1000ms ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME
11 lines
356 B
TypeScript
11 lines
356 B
TypeScript
export interface Layer {
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init?: () => void;
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tick?: () => void;
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// Optional hint to throttle expensive ticks by wall-clock.
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// If omitted or <= 0, the layer ticks whenever GameRenderer ticks.
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getTickIntervalMs?: () => number;
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renderLayer?: (context: CanvasRenderingContext2D) => void;
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shouldTransform?: () => boolean;
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redraw?: () => void;
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}
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