public readonly record struct TickRebaseTwo realms' clocks, and the offset between them.
Remarks
Doc 27 § Tick rebasing: A and B run independent clocks and the two are not related. This is the whole of the relationship — an offset, measured during the overlap, applied at the switch.
⚠ What cannot be carried over is stated rather than hidden: the prediction history is cleared, the input log is cleared and re-armed from the target's first snapshot, and the snapshot buffers are dropped. So the visible cost is one interpolation delay of extra smoothing and one prediction reset — roughly 100–150 ms of softer local response, once, at a moment the player initiated.
Fields and properties (5)
public long SourceTickWhere the source was.
public long TargetTickWhere the target was at the same moment.
public static TickRebase NoneNo rebase.
public long OffsetWhat to add to a source tick to get a target tick.
public bool IsValidWhether there is one.
Methods (3)
public TickRebase(long SourceTick, long TargetTick)Two realms' clocks, and the offset between them.
public long ToTarget(long tick)Converts a tick on the source's clock to the target's.
public override string ToString()Returns the fully qualified type name of this instance.
Used by (2)
- ClientTransferVixen.Live.Transfer
- ClientTransferTestsVixen.Live.Transfer.Tests