func Update(tps int) int {
	m.Lock()
	defer m.Unlock()

	n := now()
	c := 0
	if tps == UncappedTPS {
		c = 1
	} else if tps > 0 {
		c = calcCountFromTPS(int64(tps), n)
	}
	updateFPSAndTPS(n, c)
	return c
}
func Update(tps int) int {
	m.Lock()
	defer m.Unlock()

	n := now()
	c := 0
	if tps == UncappedTPS {
		c = 1
	} else if tps > 0 {
		c = calcCountFromTPS(int64(tps), n)
	}
	updateFPSAndTPS(n, c)
	return c
}
func Update ( tps int ) int { m . Lock ( ) defer m . Unlock ( ) n := now ( ) c := 0 if tps == UncappedTPS { c = 1 } else if tps > 0 { c = calcCountFromTPS ( int64 ( tps ) , n ) } updateFPSAndTPS ( n , c ) return c }
// Update updates the inner clock state and returns an integer value
// indicating how many times the game should update based on given tps.
// tps represents TPS (ticks per second).
// If tps is UncappedTPS, Update always returns 1.
// If tps <= 0 and not UncappedTPS, Update always returns 0.
//
// Update is expected to be called per frame.
Update updates the inner clock state and returns an integer value indicating how many times the game should update based on given tps . tps represents TPS ( ticks per second ) . If tps is UncappedTPS Update always returns 1 . If tps < = 0 and not UncappedTPS Update always returns 0 . Update is expected to be called per frame .