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fix(render): Preserve frame limiter deadlines so a 60 fps cap runs at 60 - #647
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FrameRateLimit::waitrestarts its period when it wakes up, so a frame that runs over the period loses that time for good. In network games the logic runs at most one frame per render pass, so at the 60 cap the logic slows down with it, andNetwork::timeForNewFramethrows the time away once it is a frame behind.The next deadline is now the previous one plus a period. Lateness is made up on the next frames, pauses longer than a period are dropped instead of banked.
Two clients at a 60 cap with logic at 60, 3 runs each:
CRC matched in all runs.
FrameRateLimitis the same upstream, so this goes there too.