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Limit generated events to 50 events per tick #206

Description

@ScribbleTAS

In 1.12, a maximum of 50 events can be executed per tick due to LWJGLs buffer sizes. TASmod circumvents this limitation, by polling all inputs as they come in. You can see this in the form of GUIs. Moving the mouse and rearranging items is considered an event, so there are a finite amount of gui actions you can do within a tick. With TASmod you can do infinite actions which is not vanilla. Therefore, I should limit the amount of events that can be generated with TASmod.

Note

TASmod has some filtering built in, reducing the amount of events when recording guis in Tickrate 0

Activity

  1. added this to the Beta1.0 milestone on Jun 1, 2024
  2. changed the title [-]Limit generated events to 50 events per tock[/-] [+]Limit generated events to 50 events per tick[/+] on Jun 1, 2024
  3. PancakeTAS commented on Jun 1, 2024

    @PancakeTAS
    Member

    i'm not sure how you're gonna implement this.. because of subticks. some inputs have the 50-limit per frame and some per tick..

  4. ScribbleTAS commented on Jun 1, 2024

    @ScribbleTAS
    MemberAuthor

    i'm not sure how you're gonna implement this.. because of subticks. some inputs have the 50-limit per frame and some per tick..

    The 50 input limit is always per tick and never per frame I think... Of course it's different in 1.16 where there is no limit iirc, but in 1.12 lwjgls buffer is filled in a tick and only emptied at the end of the tick... TASmod also still works this way, the subticks also only get processed at the end of a tick, which generates a queue of inputevents:
    https://github.com/MinecraftTAS/TASmod/blob/develop/src/main/java/com/minecrafttas/tasmod/virtual/VirtualInput.java#L196

    I think I can limit the capacity of this queue and then a similar effect will occur...

  5. ScribbleTAS commented on Jun 1, 2024

    @ScribbleTAS
    MemberAuthor

    Well there is the issue that TASmod might generate more input events than subticks

    Going from W,LCONTROL to unpressed will generate 2 events for one subtick, and character input might also create more events than in vanilla... So you'll never know if the subticks get ignored or executed if it comes down to it...

  6. removed this from the Beta1.0 milestone on Dec 13, 2024
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