Minor changes and fixes around tick warping
When warping and frozen the game will now run at 20 (frozen) TPS instead of as fast as possible around a loop Frozen ticks will no longer count towards tick warping TPS logger will now display `TPS: 0.0` when the game is frozen
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@@ -176,6 +176,8 @@ public class TickSpeed
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public static boolean continueWarp()
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{
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if (!process_entities)
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return false;
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if (time_bias > 0)
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{
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if (time_bias == time_warp_scheduled_ticks) //first call after previous tick, adjust start time
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@@ -194,25 +196,21 @@ public class TickSpeed
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public static void tick()
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{
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process_entities = true;
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if (player_active_timeout > 0)
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{
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player_active_timeout--;
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}
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if (is_paused)
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{
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if (player_active_timeout < PLAYER_GRACE)
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{
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process_entities = false;
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}
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process_entities = player_active_timeout < PLAYER_GRACE;
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}
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else if (is_superHot)
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{
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if (player_active_timeout <= 0)
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{
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process_entities = false;
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process_entities = player_active_timeout <= 0;
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}
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else
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{
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process_entities = true;
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}
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}
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//unused - mod compat reasons
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@@ -227,7 +225,7 @@ public class TickSpeed
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tickrate = 1000.0f;
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}
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TickSpeed.mspt = (float)mspt;
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TickSpeed.mspt = mspt;
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if (update) notifyTickrateListeners("carpet");
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}
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@@ -128,6 +128,9 @@ public class HUDController
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{
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double MSPT = Mth.average(server.tickTimes) * 1.0E-6D;
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double TPS = 1000.0D / Math.max((TickSpeed.time_warp_start_time != 0)?0.0:TickSpeed.mspt, MSPT);
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if (TickSpeed.isPaused()) {
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TPS = 0;
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}
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String color = Messenger.heatmap_color(MSPT,TickSpeed.mspt);
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return new Component[]{Messenger.c(
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"g TPS: ", String.format(Locale.US, "%s %.1f",color, TPS),
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