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perf: update framework submodule + optimize gameplay hot paths #216
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perf: update framework submodule + optimize gameplay hot paths #216
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The new trimming/counting logic assumes
timestampsis always in non-decreasing order and that any "future" timestamps (from rewinds/seeks) are contiguous at the end. If an input timestamp is added after a seek/rewind but before the nextUpdate()(or if replay input is re-applied after rewinding), the list can become out-of-order and thisRemoveRange-from-end pass will leave future timestamps earlier in the list, inflating the CPS count. Consider either maintaining sorted order on insertion (e.g. insert at the correct position) or falling back to removing future timestamps during the backwards scan when an out-of-order condition is detected (or clearing the list on rewind/seek).Uh oh!
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