Reduce order latency locally

This commit is contained in:
Adam Mitchell
2020-04-05 17:23:48 +01:00
committed by Matthias Mailänder
parent 9edda21b06
commit 20e5219cf4
2 changed files with 39 additions and 14 deletions

View File

@@ -38,6 +38,8 @@ namespace OpenRA.Network
public int NetFrameNumber { get; private set; }
public int LocalFrameNumber;
public int FramesAhead = 0;
public bool IsReadyForNextFrame { get; private set; }
int lastFrameSent;
public long LastTickTime = Game.RunTime;
@@ -74,9 +76,9 @@ namespace OpenRA.Network
NetFrameNumber = 1;
if (GameSaveLastFrame < 0)
for (var i = NetFrameNumber; i <= FramesAhead; i++)
Connection.Send(i, new List<byte[]>());
// Technically redundant since we will attempt to send orders before the next frame
SendOrders();
IsReadyForNextFrame = false;
}
public OrderManager(ConnectionTarget endpoint, string password, IConnection conn)
@@ -109,8 +111,17 @@ namespace OpenRA.Network
chatCache.Add(new ChatLine(name, nameColor, text, textColor));
}
/*
* Send all frame orders that are ready if we can (game is started and our next available send frame is free),
* Send all immediate orders,
* Receive and dispatch immediate orders, check incoming sync matchs, and buffer received frame orders,
* Update our ready status for the next frame for Tick().
*/
public void TickImmediate()
{
// Send our frame orders if we should
SendOrders();
if (localImmediateOrders.Count != 0 && GameSaveLastFrame < NetFrameNumber + FramesAhead)
Connection.SendImmediate(localImmediateOrders.Select(o => o.Serialize()));
localImmediateOrders.Clear();
@@ -142,6 +153,9 @@ namespace OpenRA.Network
return;
}
}
if (!IsReadyForNextFrame)
IsReadyForNextFrame = NetFrameNumber >= 1 && frameData.IsReadyForFrame(NetFrameNumber);
}
Dictionary<int, byte[]> syncForFrame = new Dictionary<int, byte[]>();
@@ -163,11 +177,6 @@ namespace OpenRA.Network
syncForFrame.Add(frame, packet);
}
public bool IsReadyForNextFrame
{
get { return NetFrameNumber >= 1 && frameData.IsReadyForFrame(NetFrameNumber); }
}
public IEnumerable<Session.Client> GetClientsNotReadyForNextFrame
{
get
@@ -179,16 +188,31 @@ namespace OpenRA.Network
}
}
void SendOrders()
{
if (NetFrameNumber < 1)
return;
// Loop exists to ensure we never miss a frame, since that would stall the game.
// This loop also sends the initial blank frames to get to the correct order latency.
while (lastFrameSent < NetFrameNumber + FramesAhead)
{
lastFrameSent++;
if (GameSaveLastFrame < NetFrameNumber + FramesAhead)
Connection.Send(lastFrameSent, localOrders.Select(o => o.Serialize()).ToList());
localOrders.Clear();
}
}
/*
* Only available if TickImmediate() is called first and we are ready to dispatch received orders locally.
* Process all incoming orders for this frame, handle sync hashes and step our net frame.
*/
public void Tick()
{
if (!IsReadyForNextFrame)
throw new InvalidOperationException();
if (GameSaveLastFrame < NetFrameNumber + FramesAhead)
Connection.Send(NetFrameNumber + FramesAhead, localOrders.Select(o => o.Serialize()).ToList());
localOrders.Clear();
foreach (var order in frameData.OrdersForFrame(World, NetFrameNumber))
UnitOrders.ProcessOrder(this, World, order.Client, order.Order);
@@ -202,6 +226,7 @@ namespace OpenRA.Network
syncReport.UpdateSyncReport();
++NetFrameNumber;
IsReadyForNextFrame = false;
}
public void Dispose()

View File

@@ -1005,7 +1005,7 @@ namespace OpenRA.Server
// HACK: Turn down the latency if there is only one real player
if (LobbyInfo.NonBotClients.Count() == 1)
LobbyInfo.GlobalSettings.OrderLatency = 1;
LobbyInfo.GlobalSettings.OrderLatency = 0;
// Enable game saves for singleplayer missions only
// TODO: Enable for multiplayer (non-dedicated servers only) once the lobby UI has been created