fix(simulation): use non-blocking TCP to prevent game loop stall

read_framed() called read_exact() which blocked the entire bevy Update
schedule waiting for client input — no systems ran until a keystroke
arrived. Switch TcpStream to non-blocking mode so receive_inputs()
returns Ok(vec![]) on WouldBlock instead of blocking. Toggle to
blocking for snapshot writes (reliable delivery). Add 50ms frame
throttle (~20 ticks/sec) since the non-blocking loop would otherwise
spin. Downgrade input receive logging to trace, add error logging for
missing bridge resource and failed observer queries.

Fixes bug #1 (server never sends snapshots) and #2 (camera doesn't
center until first keystroke).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-16 23:25:45 +01:00
co-authored by Claude Opus 4.6
parent 686c89170a
commit d1aba3d554
5 changed files with 69 additions and 19 deletions
+2
View File
@@ -33,6 +33,7 @@ pub fn compute_visibility_geometry(
mut geometry: ResMut<VisibilityGeometry>,
) {
let Ok((observer_pos, facing_opt)) = observer_query.single() else {
tracing::error!("compute_visibility_geometry: PlayerCharacter query failed");
return;
};
@@ -90,6 +91,7 @@ pub fn compute_observer_snapshot(
cognitive_delay_opt,
)) = observer_query.single_mut()
else {
tracing::error!("compute_observer_snapshot: PlayerCharacter query failed");
return;
};