Simsilica/SimEthereal

Timestamp disparity between ObjectStateMessages and their contents

Closed this issue · 1 comments

Symptom: jittery gameplay when using the latest SiO2 and SimEthereal.

I ran my networked game with the latest SiO2 which starts its 'game time' at 0. This was of course being used to timestamp the object updates. However, embedded deep within the bowels of SimEthereal is a case where it's using the raw System.nanoTime() to timestamp outbound messages. This meant that the RemoteTimeSource on the client was reporting really big times that were not compatible with the object update times.

...so the code getting tweened positions from the TransitionBuffers was always maxing out and never getting interpolated values = jitter.

Should be fixed in the latest version.