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Change how max_lag is calculated and reported (#14378)
-Change how max_lag is calculated and reported - Cap singleplayer step at 60Hz - Clarify dedicated_server_step
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@@ -367,7 +367,7 @@ public:
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u32 getGameTime() const { return m_game_time; }
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void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
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float getMaxLagEstimate() { return m_max_lag_estimate; }
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float getMaxLagEstimate() const { return m_max_lag_estimate; }
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std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; }
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