public GameSimulation(GameSettings setSttings, ConstData conConstantData) { m_setGameSettings = setSttings; m_conConstantGameData = conConstantData; //calculate queue length int iQueueLength = (int)FixMath.Ceiling(m_setGameSettings.m_fixTargetQueueLength / m_setGameSettings.m_fixTickDelta); //fill queue m_frmDenseFrameQueue = new List <FrameData>(iQueueLength); for (int i = 0; i < iQueueLength; i++) { m_frmDenseFrameQueue.Add(new FrameData(m_conConstantGameData.PlayerCount)); } m_bInputsForTick = new List <byte>(m_conConstantGameData.PlayerCount); m_ipbPlayerInputs = new List <InputBuffer>(m_conConstantGameData.PlayerCount); for (int i = 0; i < m_conConstantGameData.PlayerCount; i++) { m_bInputsForTick.Add(0); m_ipbPlayerInputs.Add(new InputBuffer(iQueueLength)); } }
public static DynValue ceil(ScriptExecutionContext executionContext, CallbackArguments args) { return(exec1(args, "ceil", (x) => FixMath.Ceiling(x))); }