From 8f82243f4c5a3ca729aa5e400b3447b64d8965e1 Mon Sep 17 00:00:00 2001 From: Edward Richardson Date: Tue, 26 Aug 2014 22:31:42 +1200 Subject: [PATCH] Don't balance if already the slowest node - Network balancing shouldn't be run if already too far behind - Don't save network settings - Added net_fakelatency for debug builds --- src/d_net.cpp | 125 ++++++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 112 insertions(+), 13 deletions(-) diff --git a/src/d_net.cpp b/src/d_net.cpp index 06886e175..eb8cb4eeb 100644 --- a/src/d_net.cpp +++ b/src/d_net.cpp @@ -152,8 +152,8 @@ CUSTOM_CVAR (Bool, cl_capfps, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) } } -CVAR(Bool, net_ticbalance, false, CVAR_SERVERINFO) -CUSTOM_CVAR(Int, net_extratic, 0, CVAR_SERVERINFO) +CVAR(Bool, net_ticbalance, false, CVAR_SERVERINFO | CVAR_NOSAVE) +CUSTOM_CVAR(Int, net_extratic, 0, CVAR_SERVERINFO | CVAR_NOSAVE) { if (self < 0) { @@ -165,6 +165,19 @@ CUSTOM_CVAR(Int, net_extratic, 0, CVAR_SERVERINFO) } } +#ifdef _DEBUG +CVAR(Int, net_fakelatency, 0, 0); + +struct PacketStore +{ + int timer; + doomcom_t message; +}; + +static TArray InBuffer; +static TArray OutBuffer; +#endif + // [RH] Special "ticcmds" get stored in here static struct TicSpecial { @@ -504,7 +517,30 @@ void HSendPacket (int node, int len) doomcom.remotenode = node; doomcom.datalength = len; - I_NetCmd (); +#ifdef _DEBUG + if (net_fakelatency / 2 > 0) + { + PacketStore store; + store.message = doomcom; + store.timer = I_GetTime(false) + ((net_fakelatency / 2) / (1000 / TICRATE)); + OutBuffer.Push(store); + } + else + I_NetCmd(); + + for (unsigned int i = 0; i < OutBuffer.Size(); i++) + { + if (OutBuffer[i].timer <= I_GetTime(false)) + { + doomcom = OutBuffer[i].message; + I_NetCmd(); + OutBuffer.Delete(i); + i = -1; + } + } +#else + I_NetCmd(); +#endif } // @@ -526,12 +562,42 @@ bool HGetPacket (void) if (demoplayback) return false; - + doomcom.command = CMD_GET; I_NetCmd (); + +#ifdef _DEBUG + if (net_fakelatency / 2 > 0 && doomcom.remotenode != -1) + { + PacketStore store; + store.message = doomcom; + store.timer = I_GetTime(false) + ((net_fakelatency / 2) / (1000 / TICRATE)); + InBuffer.Push(store); + doomcom.remotenode = -1; + } if (doomcom.remotenode == -1) + { + bool gotmessage = false; + for (unsigned int i = 0; i < InBuffer.Size(); i++) + { + if (InBuffer[i].timer <= I_GetTime(false)) + { + doomcom = InBuffer[i].message; + InBuffer.Delete(i); + gotmessage = true; + break; + } + } + if (!gotmessage) + return false; + } +#else + if (doomcom.remotenode == -1) + { return false; + } +#endif if (debugfile) { @@ -1173,7 +1239,7 @@ void NetUpdate (void) netbuffer[k++] = lowtic; } - numtics = lowtic - realstart; + numtics = MAX(0, lowtic - realstart); if (numtics > BACKUPTICS) I_Error ("NetUpdate: Node %d missed too many tics", i); @@ -1186,7 +1252,7 @@ void NetUpdate (void) case 2: resendto[i] = nettics[i]; break; } - if (numtics <= 0 && resendOnly && !remoteresend[i] && nettics[i]) + if (numtics == 0 && resendOnly && !remoteresend[i] && nettics[i]) { continue; } @@ -1332,24 +1398,49 @@ void NetUpdate (void) // very jerky. The way I have it written right now basically means // that it won't adapt. Fortunately, player prediction helps // alleviate the lag somewhat. - int average = 0; if (NetMode == NET_PeerToPeer) { - // Try to guess ahead the time it takes to send responses to the arbitrator + // Try to guess ahead the time it takes to send responses to the slowest node // [ED850] It seems that there is a bias based on network adaption (which the arbitrator doesn't do), // so I have set this up to assume one less tic, which appears to balance it out. + int totalavg = 0; if (net_ticbalance) { - for (i = 0; i < BACKUPTICS; i++) + // We shouldn't adapt if we are already the slowest node, otherwise it just adds more latency + bool slow = true; + int nodeavg = 0; + for (i = 1; i < MAXNETNODES; i++) { - average += netdelay[nodeforplayer[Net_Arbitrator]][i]; + if (!nodeingame[i]) + continue; + + if (netdelay[i][0] > netdelay[0][0]) + { + slow = false; + break; + } + } + + if (!slow) + { + int totalnodes = 0; + for (i = 0; i < MAXNETNODES; i++) + { + if (!nodeingame[i]) + continue; + + totalnodes++; + nodeavg = 0; + for (j = 0; j < BACKUPTICS; j++) nodeavg += netdelay[i][j]; + totalavg += (nodeavg / BACKUPTICS); + } + + totalavg = (totalavg / totalnodes) - 1; } - average /= BACKUPTICS; - average = ((netdelay[0][nettics[0] % BACKUPTICS] + average) / 2) - 1; } - mastertics = nettics[nodeforplayer[Net_Arbitrator]] + average; + mastertics = nettics[nodeforplayer[Net_Arbitrator]] + totalavg; } if (nettics[0] <= mastertics) { @@ -1867,6 +1958,9 @@ void TryRunTics (void) { C_Ticker(); M_Ticker(); + // Repredict the player for new buffered movement + P_UnPredictPlayer(); + P_PredictPlayer(&players[consoleplayer]); } return; } @@ -1902,6 +1996,9 @@ void TryRunTics (void) { C_Ticker (); M_Ticker (); + // Repredict the player for new buffered movement + P_UnPredictPlayer(); + P_PredictPlayer(&players[consoleplayer]); return; } } @@ -1915,6 +2012,7 @@ void TryRunTics (void) // run the count tics if (counts > 0) { + P_UnPredictPlayer(); while (counts--) { if (gametic > lowtic) @@ -1934,6 +2032,7 @@ void TryRunTics (void) NetUpdate (); // check for new console commands } + P_PredictPlayer(&players[consoleplayer]); S_UpdateSounds (players[consoleplayer].camera); // move positional sounds } }