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multiplayer-todo.md and multiplayer-next.md tracked overlapping information in two places. Fold everything into multiplayer-next.md (architecture decisions, wire format, task breakdown with checkboxes, gotchas list, testing notes) and delete multiplayer-todo.md. Section numbers are unchanged, so existing code comments citing them by section/task number still resolve; update every such reference to point at the new filename.
15 lines
751 B
GDScript
15 lines
751 B
GDScript
class_name SimConstants
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# Single source of truth for the physics tick rate. Every script-side timing
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# constant derived from "60 Hz" (Ship._tick_scaled's decay reference,
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# reaction_ticks' export range, TrainingMode.TICKS_PER_SIM_SECOND) reads this
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# instead of restating the literal, so changing it changes every derived
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# constant coherently — see multiplayer-next.md §5.6 on why a future 120 Hz
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# simulation needs to be a config change plus a retrain, not a protocol
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# rewrite hunting down bare 60s.
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#
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# NOT wired to project.godot's physics/common/physics_ticks_per_second — an
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# engine setting, not a script constant, so it must still be changed by hand
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# to match (currently unset, engine default 60 — see task 0.18).
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const TICK_HZ := 60
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