Increase MP Command delay to 4 turns, decrease MP turns to 200ms.

To hide network latency, MP turns send commands not for the next turn
but N turns after that (introduced in c684c211a2).
Further, MP turn length was increased to 500ms compared to 200ms SP
turns (introduced in 6a15b78c98).
Unfortunately, increasing MP turn length has negative consequences:
- makes pathfinding/unit motion much worse & unit behaviour worse in
general.
- makes the game more 'lag-spikey', since computations are done less
often, but thus then can take more time.

This diff essentially reverts 6a15b78c98, instead increasing
COMMAND_DELAY from 2 to 4 in MP. This:
- Reduces the 'inherent command lag' in MP from 1000ms to 800ms
- Increases the lag range at which MP will run smoothtly from 500ms to
600ms
- makes SP and MP turns behave identically again, removing the
hindrances described above.

As a side effect, single-player was not actually using COMMAND_DELAY,
this is now done (can be used to simulate MP command lag).

Refs #3752

Differential Revision: https://code.wildfiregames.com/D3275
This was SVN commit r25001.
This commit is contained in:
wraitii
2021-03-03 21:02:57 +00:00
parent 5e6b775d1a
commit d4c2cf4430
9 changed files with 91 additions and 47 deletions
+8 -6
View File
@@ -27,19 +27,21 @@
#include "simulation2/system/TurnManager.h"
#if 0
#include "ps/Util.h"
#define NETSERVERTURN_LOG(...) debug_printf(__VA_ARGS__)
#else
#define NETSERVERTURN_LOG(...)
#endif
CNetServerTurnManager::CNetServerTurnManager(CNetServerWorker& server)
: m_NetServer(server), m_ReadyTurn(1), m_TurnLength(DEFAULT_TURN_LENGTH_MP), m_HasSyncError(false)
: m_NetServer(server), m_ReadyTurn(COMMAND_DELAY_MP - 1), m_TurnLength(DEFAULT_TURN_LENGTH), m_HasSyncError(false)
{
// Turn 0 is not actually executed, store a dummy value.
m_SavedTurnLengths.push_back(0);
// Turn 1 is special: all clients run it without waiting on a server command batch.
// Because of this, it is always run with the default MP turn length.
m_SavedTurnLengths.push_back(m_TurnLength);
// Turns [1..COMMAND_DELAY - 1] are special: all clients run them without waiting on a server command batch.
// Because of this, they are always run with the default MP turn length.
for (u32 i = 1; i < COMMAND_DELAY_MP; ++i)
m_SavedTurnLengths.push_back(m_TurnLength);
}
void CNetServerTurnManager::NotifyFinishedClientCommands(CNetServerSession& session, u32 turn)
@@ -139,7 +141,7 @@ void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& sessio
std::vector<CStrW> OOSPlayerNames;
for (const std::pair<const int, std::string>& hashPair : clientStateHash.second)
{
NETSERVERTURN_LOG("sync check %d: %d = %hs\n", it->first, cit->first, Hexify(cit->second).c_str());
NETSERVERTURN_LOG("sync check %d: %d = %hs\n", clientStateHash.first, hashPair.first, Hexify(hashPair.second).c_str());
if (hashPair.second != expected)
{
// Oh no, out of sync
@@ -174,7 +176,7 @@ void CNetServerTurnManager::InitialiseClient(int client, u32 turn)
NETSERVERTURN_LOG("InitialiseClient(client=%d, turn=%d)\n", client, turn);
ENSURE(m_ClientsReady.find(client) == m_ClientsReady.end());
m_ClientsReady[client] = turn + 1;
m_ClientsReady[client] = turn + COMMAND_DELAY_MP - 1;
m_ClientsSimulated[client] = turn;
}