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Implement internal/gamelogic/loop.go (fixed‐tick loop) #9
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backendServer-side logic, APIs, and core business functionalityServer-side logic, APIs, and core business functionalitymetricsInstrumentation, telemetry, and collection of usage or performance dataInstrumentation, telemetry, and collection of usage or performance dataphysicsPhysics engine logic, simulations, or math-heavy algorithmsPhysics engine logic, simulations, or math-heavy algorithmsserviceMicroservice implementations or service–service integration workMicroservice implementations or service–service integration work
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backendServer-side logic, APIs, and core business functionalityServer-side logic, APIs, and core business functionalitymetricsInstrumentation, telemetry, and collection of usage or performance dataInstrumentation, telemetry, and collection of usage or performance dataphysicsPhysics engine logic, simulations, or math-heavy algorithmsPhysics engine logic, simulations, or math-heavy algorithmsserviceMicroservice implementations or service–service integration workMicroservice implementations or service–service integration work
• Every 20 ms (50 Hz), call
PullAll(matchID)via HTTP GET.• For each
InputEvent, update a simplemap[string][2]float64position (toy physics:move_forward→y += 0.1, etc.).• Build a
WorldState{ Tick, Positions, Timestamp }.• Serialize via Gob into a byte buffer.
• Send the buffer via UDP to
localhost:50000.• Expose Prometheus histogram
gameserver_tick_duration_msand countergameserver_inputs_processed_total.