mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
Further refinements to network balancing
- Added delay times of all players to the scoreboard - Removed balancing from packet-server (tried it, didn't work) - Calculations remove an extra tic to account for possible bias
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parent
542b8a7171
commit
97586c317e
5 changed files with 41 additions and 30 deletions
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@ -110,6 +110,7 @@ unsigned int lastrecvtime[MAXPLAYERS]; // [RH] Used for pings
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unsigned int currrecvtime[MAXPLAYERS];
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unsigned int lastglobalrecvtime; // Identify the last time a packet was recieved.
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bool hadlate;
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int netdelay[MAXNETNODES]; // Used for storing network delay times.
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int nodeforplayer[MAXPLAYERS];
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int playerfornode[MAXNETNODES];
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@ -117,7 +118,6 @@ int playerfornode[MAXNETNODES];
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int maketic;
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int skiptics;
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int ticdup;
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int arb_maketic; // Arbitrators maketic difference
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void D_ProcessEvents (void);
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void G_BuildTiccmd (ticcmd_t *cmd);
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@ -152,7 +152,7 @@ CUSTOM_CVAR (Bool, cl_capfps, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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}
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}
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CVAR(Bool, net_loadbalance, true, CVAR_SERVERINFO)
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CVAR(Bool, net_ticbalance, false, CVAR_SERVERINFO)
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// [RH] Special "ticcmds" get stored in here
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static struct TicSpecial
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@ -350,8 +350,8 @@ int NetbufferSize ()
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k += netbuffer[k] + 1;
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}
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if (doomcom.remotenode == nodeforplayer[Net_Arbitrator])
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k++;
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// Network delay byte
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k++;
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if (netbuffer[0] & NCMD_MULTI)
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{
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@ -791,10 +791,8 @@ void GetPackets (void)
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}
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}
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if (netconsole == Net_Arbitrator)
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{
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arb_maketic = netbuffer[k++];
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}
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// Pull current network delay from node
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netdelay[netnode] = netbuffer[k++];
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playerbytes[0] = netconsole;
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if (netbuffer[0] & NCMD_MULTI)
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@ -1204,11 +1202,9 @@ void NetUpdate (void)
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}
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}
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if (consoleplayer == Net_Arbitrator)
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{
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// The number of tics we just made should be removed from the count.
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netbuffer[k++] = ((maketic - newtics - gametic) / ticdup);
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}
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// Send current network delay
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// The number of tics we just made should be removed from the count.
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netbuffer[k++] = ((maketic - numtics - gametic) / ticdup);
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if (numtics > 0)
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{
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@ -1319,16 +1315,16 @@ void NetUpdate (void)
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// that it won't adapt. Fortunately, player prediction helps
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// alleviate the lag somewhat.
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int average = 0;
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if (net_loadbalance)
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average = (((maketic - newtics - gametic) / ticdup) + arb_maketic) / 2;
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if (NetMode == NET_PeerToPeer)
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{
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// Try to guess ahead the time it takes to send responses to the arbitrator
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// [ED850] It seems that there is a bias based on network adaption (which the netwrok arbitrator doesn't do),
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// so I have set this up to assume one less tic, which appears to balance it out.
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if (net_ticbalance)
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average = ((netdelay[0] + ARBITRATOR_DELAY) / 2) - 1;
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mastertics = nettics[nodeforplayer[Net_Arbitrator]] + average;
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}
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else if (NetMode == NET_PacketServer)
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{
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mastertics = mastertics + average;
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}
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if (nettics[0] <= mastertics)
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{
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gametime--;
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@ -2739,7 +2735,7 @@ void Net_SkipCommand (int type, BYTE **stream)
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CCMD (pings)
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{
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int i;
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Printf("%d (%d ms) arbitrator buffer time\n", arb_maketic * ticdup, (arb_maketic * ticdup) * (1000 / TICRATE));
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Printf("%d (%d ms) arbitrator buffer time\n", ARBITRATOR_DELAY * ticdup, (ARBITRATOR_DELAY * ticdup) * (1000 / TICRATE));
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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Printf ("% 4d %s\n", currrecvtime[i] - lastrecvtime[i],
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@ -143,7 +143,9 @@ extern struct ticcmd_t localcmds[LOCALCMDTICS];
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extern int maketic;
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extern int nettics[MAXNETNODES];
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extern int arb_maketic;
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extern int netdelay[MAXNETNODES];
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extern int nodeforplayer[MAXPLAYERS];
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#define ARBITRATOR_DELAY netdelay[nodeforplayer[Net_Arbitrator]]
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extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
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extern int ticdup;
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@ -935,8 +935,8 @@ static void DrawLatency()
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return;
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}
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int localdelay = (maketic - gametic) * (1000 / TICRATE);
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int arbitratordelay = (arb_maketic * ticdup) * (1000 / TICRATE);
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int localdelay = (netdelay[0] * ticdup) * (1000 / TICRATE);
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int arbitratordelay = (ARBITRATOR_DELAY * ticdup) * (1000 / TICRATE);
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int color = CR_GREEN;
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if (MAX(localdelay, arbitratordelay) > 200)
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{
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@ -48,6 +48,7 @@
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#include "d_player.h"
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#include "hu_stuff.h"
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#include "gstrings.h"
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#include "d_net.h"
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// MACROS ------------------------------------------------------------------
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@ -61,7 +62,7 @@
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static void HU_DoDrawScores (player_t *, player_t *[MAXPLAYERS]);
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static void HU_DrawTimeRemaining (int y);
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static void HU_DrawPlayer (player_t *, bool, int, int, int, int, int, int, int, int);
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static void HU_DrawPlayer(player_t *, bool, int, int, int, int, int, int, int, int, int);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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@ -228,7 +229,7 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
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int maxnamewidth, maxscorewidth, maxiconheight;
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int numTeams = 0;
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int x, y, ypadding, bottom;
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int col2, col3, col4;
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int col2, col3, col4, col5;
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if (deathmatch)
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{
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@ -309,12 +310,14 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
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const char *text_color = GStrings("SCORE_COLOR"),
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*text_frags = GStrings(deathmatch ? "SCORE_FRAGS" : "SCORE_KILLS"),
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*text_name = GStrings("SCORE_NAME");
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*text_name = GStrings("SCORE_NAME"),
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*text_delay = GStrings("SCORE_DELAY");
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col2 = (SmallFont->StringWidth(text_color) + 8) * CleanXfac;
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col3 = col2 + (SmallFont->StringWidth(text_frags) + 8) * CleanXfac;
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col4 = col3 + maxscorewidth * CleanXfac;
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x = (SCREENWIDTH >> 1) - ((maxnamewidth * CleanXfac + col4) >> 1);
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col5 = col4 + (maxnamewidth + 8) * CleanXfac;
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x = (SCREENWIDTH >> 1) - (((SmallFont->StringWidth(text_delay) * CleanXfac) + col5) >> 1);
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screen->DrawText (SmallFont, color, x, y, text_color,
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DTA_CleanNoMove, true, TAG_DONE);
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@ -325,6 +328,9 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
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screen->DrawText (SmallFont, color, x + col4, y, text_name,
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DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, x + col5, y, text_delay,
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DTA_CleanNoMove, true, TAG_DONE);
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y += height + 6 * CleanYfac;
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bottom -= height;
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@ -332,7 +338,7 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
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{
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if (playeringame[sortedplayers[i] - players])
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{
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HU_DrawPlayer (sortedplayers[i], player==sortedplayers[i], x, col2, col3, col4, maxnamewidth, y, ypadding, lineheight);
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HU_DrawPlayer(sortedplayers[i], player == sortedplayers[i], x, col2, col3, col4, col5, maxnamewidth, y, ypadding, lineheight);
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y += lineheight + CleanYfac;
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}
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}
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@ -377,7 +383,7 @@ static void HU_DrawTimeRemaining (int y)
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//
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//==========================================================================
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static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, int col3, int col4, int maxnamewidth, int y, int ypadding, int height)
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static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, int col3, int col4, int col5, int maxnamewidth, int y, int ypadding, int height)
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{
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int color;
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char str[80];
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@ -387,12 +393,13 @@ static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2,
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// The teamplay mode uses colors to show teams, so we need some
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// other way to do highlighting. And it may as well be used for
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// all modes for the sake of consistancy.
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screen->Dim(MAKERGB(200,245,255), 0.125f, col1 - 12*CleanXfac, y - 1, col4 + (maxnamewidth + 24)*CleanXfac, height + 2);
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screen->Dim(MAKERGB(200,245,255), 0.125f, col1 - 12*CleanXfac, y - 1, col5 + (maxnamewidth + 24)*CleanXfac, height + 2);
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}
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col2 += col1;
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col3 += col1;
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col4 += col1;
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col5 += col1;
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color = HU_GetRowColor(player, highlight);
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HU_DrawColorBar(col1, y, height, (int)(player - players));
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@ -412,6 +419,11 @@ static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2,
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screen->DrawText (SmallFont, color, col4, y + ypadding, player->userinfo.GetName(),
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DTA_CleanNoMove, true, TAG_DONE);
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mysnprintf(str, countof(str), "%d", (netdelay[nodeforplayer[(int)(player - players)]] * ticdup) * (1000 / TICRATE));
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screen->DrawText(SmallFont, color, col5, y + ypadding, str,
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DTA_CleanNoMove, true, TAG_DONE);
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if (teamplay && Teams[player->userinfo.GetTeam()].GetLogo().IsNotEmpty ())
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{
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FTexture *pic = TexMan[Teams[player->userinfo.GetTeam()].GetLogo().GetChars ()];
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@ -836,6 +836,7 @@ SCORE_BONUS = "BONUS";
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SCORE_COLOR = "COLOR";
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SCORE_SECRET = "SECRET";
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SCORE_NAME = "NAME";
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SCORE_DELAY = "DELAY(ms)";
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SCORE_KILLS = "KILLS";
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SCORE_FRAGS = "FRAGS";
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SCORE_DEATHS = "DEATHS";
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