Change where we send orders

This commit is contained in:
Adam Mitchell
2020-04-05 17:51:12 +01:00
committed by Matthias Mailänder
parent 20e5219cf4
commit 616d9421d6
2 changed files with 16 additions and 17 deletions

View File

@@ -585,7 +585,7 @@ namespace OpenRA
var isNetTick = LocalTick % NetTickScale == 0;
if (!isNetTick || orderManager.IsReadyForNextFrame)
if (!isNetTick || orderManager.SendNetFrameOrdersAndCheckReady())
{
++orderManager.LocalFrameNumber;

View File

@@ -38,7 +38,7 @@ namespace OpenRA.Network
public int NetFrameNumber { get; private set; }
public int LocalFrameNumber;
public int FramesAhead = 0;
public bool IsReadyForNextFrame { get; private set; }
bool isReadyForNextFrame;
int lastFrameSent;
public long LastTickTime = Game.RunTime;
@@ -78,7 +78,7 @@ namespace OpenRA.Network
// Technically redundant since we will attempt to send orders before the next frame
SendOrders();
IsReadyForNextFrame = false;
isReadyForNextFrame = false;
}
public OrderManager(ConnectionTarget endpoint, string password, IConnection conn)
@@ -111,17 +111,8 @@ 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();
@@ -153,9 +144,6 @@ namespace OpenRA.Network
return;
}
}
if (!IsReadyForNextFrame)
IsReadyForNextFrame = NetFrameNumber >= 1 && frameData.IsReadyForFrame(NetFrameNumber);
}
Dictionary<int, byte[]> syncForFrame = new Dictionary<int, byte[]>();
@@ -204,13 +192,24 @@ namespace OpenRA.Network
}
}
public bool SendNetFrameOrdersAndCheckReady()
{
// Send our frame orders if we should
SendOrders();
if (!isReadyForNextFrame)
isReadyForNextFrame = NetFrameNumber >= 1 && frameData.IsReadyForFrame(NetFrameNumber);
return isReadyForNextFrame;
}
/*
* 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)
if (!isReadyForNextFrame)
throw new InvalidOperationException();
foreach (var order in frameData.OrdersForFrame(World, NetFrameNumber))
@@ -226,7 +225,7 @@ namespace OpenRA.Network
syncReport.UpdateSyncReport();
++NetFrameNumber;
IsReadyForNextFrame = false;
isReadyForNextFrame = false;
}
public void Dispose()