keep the catch up for small delays and truncate larger ones

This commit is contained in:
Matthias Mailänder
2014-02-17 11:23:14 +01:00
parent 3b78d6f343
commit 0d6517ec25

View File

@@ -74,6 +74,8 @@ namespace OpenRA
public static int NetFrameNumber { get { return orderManager.NetFrameNumber; } }
public static int LocalTick { get { return orderManager.LocalFrameNumber; } }
public const int NetTickScale = 3; // 120 ms net tick for 40 ms local tick
public const int MinTick = 1;
public const int MaxTick = 10;
public const int Timestep = 40;
public static event Action<OrderManager> ConnectionStateChanged = _ => { };
@@ -175,11 +177,13 @@ namespace OpenRA
var world = orderManager.world;
var worldTimestep = world == null ? Timestep : world.Timestep;
var worldTickDelta = tick - orderManager.LastTickTime;
var worldTickDelta = (tick - orderManager.LastTickTime);
if (worldTimestep != 0 && worldTickDelta >= worldTimestep)
using (new PerfSample("tick_time"))
{
orderManager.LastTickTime += (worldTickDelta / worldTimestep) * worldTimestep;
var relativeTickDelta = (worldTickDelta / worldTimestep) * worldTimestep;
var tickIntervall = relativeTickDelta > MinTick && relativeTickDelta < MaxTick ? MinTick : relativeTickDelta;
orderManager.LastTickTime += tickIntervall;
if (orderManager.GameStarted)
++Viewport.TicksSinceLastMove;