/*
 * Copyright (c) 2017, Adam <Adam@sigterm.info>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
 * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
package net.runelite.api.events;

// The NPC update event seem to run every server tick,
// but having the game tick event after all packets
// have been processed is typically more useful.

/**
 * An event called once every game tick, after all packets have processed.
 * <p>
 * A game tick is a unit of time used by the RuneScape server that refers to
 * the time-frame of all actions performed. Each game tick is approximately
 * 0.6 seconds. All actions are a multiple of this time-frame and include
 * instances such as when messages appear in the chat interface, experience
 * being gained, monster spawns and more. All actions registered by the client
 * within a single tick will begin to occur by the beginning of the next tick.
 * <p>
 * Note that occurrences that take place purely on the client, such as right
 * click menus, are independent of the game tick.
 */
public class GameTick implements Event
{
	public static final GameTick INSTANCE = new GameTick();

	public GameTick()
	{
		// noop
	}
}
