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DreamObjectWorld doesn't cope with conflicting world.fps and world.tick_lag #2020

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ike709 opened this issue Oct 6, 2024 · 0 comments
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Compiler Involves the OpenDream compiler good first issue Good for newcomers Parity A difference between OpenDream and BYOND implementations Runtime Involves the OpenDream server/runtime

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ike709 commented Oct 6, 2024

As of #2019 we now handle tick_lag being set on the world object definition. However, we do not cope with tick_lag and fps having conflicting values. We just set one and then the other.

Ideally, we need to resolve conflicts between these vars at compile-time and then just read one of them at runtime.

@ike709 ike709 added good first issue Good for newcomers Compiler Involves the OpenDream compiler Runtime Involves the OpenDream server/runtime Parity A difference between OpenDream and BYOND implementations labels Oct 6, 2024
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Compiler Involves the OpenDream compiler good first issue Good for newcomers Parity A difference between OpenDream and BYOND implementations Runtime Involves the OpenDream server/runtime
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