mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Minor fix.
This commit is contained in:
@@ -59,7 +59,7 @@
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"ctor": "Float64Array",
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"array": [
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480,
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320,
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480,
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0,
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0,
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0,
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@@ -242,7 +242,7 @@
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"ctor": "Float64Array",
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"array": [
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0,
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128,
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-9.924,
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0,
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0,
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0,
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@@ -461,7 +461,7 @@
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"array": [
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0,
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0,
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210.4441731196186,
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209.66956379694378,
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0,
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0,
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0,
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@@ -91,7 +91,7 @@ NetworkDoctor.prototype.isTooFast = function(mapIns) {
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// Don't send too fast
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if (CC_DEBUG) {
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// Printing of this message might induce a performance impact.
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console.log(`Sending too fast, sendingFps=${sendingFps}`);
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// console.log(`Sending too fast, sendingFps=${sendingFps}`);
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}
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return [true, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt];
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} else {
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@@ -109,7 +109,7 @@ NetworkDoctor.prototype.isTooFast = function(mapIns) {
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// first comparison condition is to avoid numeric overflow
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if (CC_DEBUG) {
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// Printing of this message might induce a performance impact.
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console.log(`Game logic ticking too fast, selfInputFrameIdFront=${inputFrameIdFront}, minInputFrameIdFront=${minInputFrameIdFront}, inputFrameUpsyncDelayTolerance=${mapIns.inputFrameUpsyncDelayTolerance}`);
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// console.log(`Game logic ticking too fast, selfInputFrameIdFront=${inputFrameIdFront}, minInputFrameIdFront=${minInputFrameIdFront}, inputFrameUpsyncDelayTolerance=${mapIns.inputFrameUpsyncDelayTolerance}`);
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}
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return [true, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt];
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}
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