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去掉FixedTimeCounter的IsTimeout方法

tanghai před 2 roky
rodič
revize
15b97307a2

+ 1 - 1
Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/RoomClientUpdaterSystem.cs

@@ -31,7 +31,7 @@ namespace ET.Client
             FrameBuffer frameBuffer = room.FrameBuffer;
             long timeNow = TimeHelper.ServerFrameTime();
             Scene clientScene = room.GetParent<Scene>();
-            if (!room.FixedTimeCounter.IsTimeout(timeNow, frameBuffer.PredictionFrame))
+            if (timeNow < room.FixedTimeCounter.FrameTime(frameBuffer.PredictionFrame))
             {
                 return;
             }

+ 1 - 1
Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Room/RoomServerUpdaterSystem.cs

@@ -23,7 +23,7 @@ namespace ET.Server
             
             
             int frame = frameBuffer.RealFrame + 1;
-            if (!room.FixedTimeCounter.IsTimeout(timeNow, frame))
+            if (timeNow < room.FixedTimeCounter.FrameTime(frame))
             {
                 return;
             }

+ 0 - 10
Unity/Assets/Scripts/Codes/Model/Share/LockStep/FixedTimeCounter.cs

@@ -12,16 +12,6 @@ namespace ET
             this.startFrame = startFrame;
             this.Interval = interval;
         }
-
-        public bool IsTimeout(long time, int frame)
-        {
-            if (time > this.startTime + (frame - this.startFrame) * this.Interval)
-            {
-                return true;
-            }
-
-            return false;
-        }
         
         public void ChangeInterval(int interval, int frame)
         {