bugfix(gameengine): Prevent logic time accumulation while the game is halted#2865
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bobtista wants to merge 2 commits into
Open
bugfix(gameengine): Prevent logic time accumulation while the game is halted#2865bobtista wants to merge 2 commits into
bobtista wants to merge 2 commits into
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| Filename | Overview |
|---|---|
| Generals/Code/GameEngine/Source/Common/GameEngine.cpp | Adds an early return before accumulator math when the effective logic FPS is zero or negative. |
| GeneralsMD/Code/GameEngine/Source/Common/GameEngine.cpp | Mirrors the halted-game logic FPS guard in the Zero Hour game-engine update path. |
Reviews (1): Last reviewed commit: "bugfix(gameengine): Prevent logic time a..." | Re-trigger Greptile
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It also broke pause on mismatch partially, because fast forward overrides pause now. |
Caball009
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Jul 10, 2026
Comment on lines
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| // TheSuperHackers @bugfix bobtista 08/07/2026 Return early when the logic time scale fps is zero, | ||
| // otherwise the accumulator banks the paused duration and replays it at render rate after unpausing. | ||
| if (logicTimeScaleFps <= 0) | ||
| { | ||
| return false; | ||
| } | ||
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This should go after
const Int logicTimeScaleFps = TheFramePacer->getActualLogicTimeScaleFps(logicTimeQueryFlags);otherwise this function returns true when replay mode is enabled & the game is paused & fast forward is enabled.
It doesn't need a comment as far as I'm concerned, because it's our own function and straightforward what it does and why it does it.
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Since #2803 the update no longer passes
FramePacer::IgnoreHaltedGame, sogetActualLogicTimeScaleFpsreturns 0 while the game is paused. That makestargetFrameTimeinfinite, andm_logicTimeAccumulatorbanks the entire pause duration, which then drains at render rate after unpausing — the game runs at 2x for about as long as it was paused.Now returns early when the logic time scale fps is 0, leaving the accumulator untouched while the game is halted, so the game resumes at normal speed.
Todo: