fix(frontend): Ensure physics run consistently across different device framerates #14861
+33
−21
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
What
Fixes #14860.
Why
This makes physics run the same for everyone everywhere, and it means you can't get a gameplay advantage in Misskey's Bubble Game on different framerates.
Additional info (optional)
d489576 bumps matter-js to version 0.20.0, where
Matter.Runner
(used inphysics.ts
) is now completely framerate independent.e7d35a0 changes Misskey's Bubble Game to use
setInterval
instead ofrequestAnimationFrame
, which has a few minor side effects, but it ensures it runs the same across devices.I'm not sure how I'd reasonably add tests for this, as I'm not aware of a Web API to change the device framerate.
Checklist