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Improvements to restoring stalled netgames
- The waiting message is now always cleared, regardless if it needed to be in the first place. It's a rather simple for-loop so I doubt it matters. - Nodes are also cleared from the list if they catch up while other nodes are still behind. - "lastglobalrecvtime" is now bumped after the waiting loop if a tic was successful, rather then bumping it every time a packet was received. It appears that you can receive a packet before the game knows it stalled, thus stalling it anyway. - Instead of comparing the nettics to the local node, all nodes are tested against gametic+counts (the real reason why the game has stopped). - More then one node can be marked as late at any one time. - In a packet-server game, the arbitrator is now assumed slow, rather then testing it. There is no point, seeing as we already know the game has stalled because of it.
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34457ce737
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1 changed files with 29 additions and 23 deletions
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@ -704,8 +704,6 @@ void GetPackets (void)
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}
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continue; // extra setup packet
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}
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lastglobalrecvtime = I_GetTime (false); //Update the last time a packet was recieved
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netnode = doomcom.remotenode;
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netconsole = playerfornode[netnode] & ~PL_DRONE;
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@ -1827,30 +1825,39 @@ void TryRunTics (void)
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I_Error ("TryRunTics: lowtic < gametic");
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// [Ed850] Check to see the last time a packet was recieved.
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// If it's longer then 3 seconds, a node has likely stalled. Check which one and re-request its last packet.
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// If it's longer then 3 seconds, a node has likely stalled.
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if(I_GetTime(false) - lastglobalrecvtime >= TICRATE*3)
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{
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int latenode = 0; // Node 0 is the local player, and should always be the highest
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lastglobalrecvtime = I_GetTime(false); //Bump the count
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if(NetMode == NET_PeerToPeer || consoleplayer == Net_Arbitrator)
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{
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//Keep the local node in the for loop so we can still log any cases where the local node is /somehow/ late.
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//However, we don't send a resend request for sanity reasons.
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for (i = 0; i < doomcom.numnodes; i++)
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if (nodeingame[i] && nettics[i] < nettics[latenode])
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latenode = i;
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{
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if (nodeingame[i] && nettics[i] < gametic + counts)
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{
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if (debugfile)
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fprintf (debugfile, "%i is slow (%i to %i)\n",
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i, nettics[i], gametic+counts);
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//Send resend request to the late node. Also mark the node as waiting to display it in the hud.
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if(i != 0)
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remoteresend[i] = players[playerfornode[i]].waiting = hadlate = true;
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}
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else
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players[playerfornode[i]].waiting = false;
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}
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}
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else if (nodeingame[nodeforplayer[Net_Arbitrator]] &&
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nettics[nodeforplayer[Net_Arbitrator]] < nettics[0])
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{ // Likely a packet server game. Only check the packet host.
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latenode = Net_Arbitrator;
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else
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{ //Send a resend request to the Arbitrator, as it's obvious we are stuck here.
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if (debugfile)
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fprintf (debugfile, "Arbitrator is slow (%i to %i)\n",
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Net_Arbitrator, nettics[Net_Arbitrator], gametic+counts);
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//Send resend request to the Arbitrator. Also mark the Arbitrator as waiting to display it in the hud.
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if(i != 0)
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remoteresend[Net_Arbitrator] = players[playerfornode[Net_Arbitrator]].waiting = hadlate = true;
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}
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if (debugfile)
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fprintf (debugfile, "lost tics from %i (%i to %i)\n",
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latenode, nettics[latenode], gametic);
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if(latenode != 0) // Send resend request to late node (if not yourself... somehow). Also mark the node as waiting to display it in the hud.
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remoteresend[latenode] = players[playerfornode[latenode]].waiting = hadlate = true;
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}
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// don't stay in here forever -- give the menu a chance to work
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@ -1862,12 +1869,11 @@ void TryRunTics (void)
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}
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}
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if (hadlate)
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{
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hadlate = false;
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for (i = 0; i < MAXPLAYERS; i++)
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players[i].waiting = false;
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}
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//Tic lowtic is high enough to process this gametic. Clear all possible waiting info
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hadlate = false;
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for (i = 0; i < MAXPLAYERS; i++)
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players[i].waiting = false;
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lastglobalrecvtime = I_GetTime (false); //Update the last time the game tic'd over
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// run the count tics
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if (counts > 0)
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