public record class FleetPolicyWhen a map grows a shard and when it gives one back. Doc 27 § Placement.
Remarks
⚠ The asymmetry and the dwell are the design, not the tuning. Spawning at the soft cap and merging below a quarter of it, with two minutes of dwell before a merge, is what stops the fleet oscillating — and doc 27 names it as the same lesson InterestChain's leave-hysteresis is, at a different scale. Setting MergeBelow anywhere near 1.0 gives a fleet that spawns and merges the same shard for as long as anybody is playing.
Fields and properties (8)
public static FleetPolicy DefaultDoc 27's defaults.
public TimeSpan SpawnLeadTimeHow far ahead the arrival rate is projected when deciding to spawn.
public TimeSpan SpawnCooldownThe shortest gap between two spawns for one map.
public TimeSpan ArrivalWindowThe window arrivals are counted over to get a rate.
public TimeSpan MinimumRateSpanThe shortest span a rate is inferred from.
public double MergeBelowThe fill, as a fraction of the soft cap, below which a shard is a merge candidate.
public TimeSpan MergeDwellHow long the merge condition has to hold before anything is drained.
public int MaxShardsHow many shards a map may have at once.
Used by (5)
- FleetSimulationVixen.Live.Orchestrator.Tests
- MapCoordinatorVixen.Live.Orchestrator
- MapFleetVixen.Live.Orchestrator
- MapFleetTestsVixen.Live.Orchestrator.Tests
- MapOptionsVixen.Live.Orchestrator