Returns the frame we are currently simulating internally
Returns if we are currently waiting for a new frame, that is, we can not render
Returns if our opponent is behind (time wise) and we have to wait for him
Returns if we are currently in the grace period
Returns how many seconds we are in the grace period
Returns the ingame time in milliseconds
Returns how much to slow down the game time in order to make the other client catch up
Grants a new logic frame, callback from the server
Handles a forced resync
Safe check to check if a timer is expired. quantizes numbers
Last tick of the timer
Interval of the timer in seconds
Returns ingame time in seconds
seconds
Performs game ticks
Returns "real" time in seconds
seconds
Re-initializes the Random Number Generators so they are synchronized
Sends a new simuation result to the serve
You can not set the speed in multiplayer
Returns "real" time in seconds
seconds
Fetches the new "real" time, called from the core once per frame, since performance now() is kinda slow
Internal method to generate new logic time budget
Returns the estimated total simulation delay (i.e. how much the slowest client is behind compared to the fastest) in seconds