Move order latency control to the server.

This commit is contained in:
Paul Chote
2021-09-02 22:08:28 +01:00
committed by abcdefg30
parent 6421c17515
commit 8f412f869d
9 changed files with 120 additions and 45 deletions

View File

@@ -61,6 +61,9 @@ namespace OpenRA.Server
public readonly MapStatusCache MapStatusCache;
public GameSave GameSave = null;
// Default to the next frame for ServerType.Local - MP servers take the value from the selected GameSpeed.
public int OrderLatency = 1;
readonly int randomSeed;
readonly List<TcpListener> listeners = new List<TcpListener>();
readonly TypeDictionary serverTraits = new TypeDictionary();
@@ -611,14 +614,22 @@ namespace OpenRA.Server
byte[] CreateFrame(int client, int frame, byte[] data)
{
using (var ms = new MemoryStream(data.Length + 12))
{
ms.WriteArray(BitConverter.GetBytes(data.Length + 4));
ms.WriteArray(BitConverter.GetBytes(client));
ms.WriteArray(BitConverter.GetBytes(frame));
ms.WriteArray(data);
return ms.GetBuffer();
}
var ms = new MemoryStream(data.Length + 12);
ms.WriteArray(BitConverter.GetBytes(data.Length + 4));
ms.WriteArray(BitConverter.GetBytes(client));
ms.WriteArray(BitConverter.GetBytes(frame));
ms.WriteArray(data);
return ms.GetBuffer();
}
byte[] CreateAckFrame(int frame)
{
var ms = new MemoryStream(13);
ms.WriteArray(BitConverter.GetBytes(5));
ms.WriteArray(BitConverter.GetBytes(0));
ms.WriteArray(BitConverter.GetBytes(frame));
ms.WriteByte((byte)OrderType.Ack);
return ms.GetBuffer();
}
void DispatchOrdersToClient(Connection c, int client, int frame, byte[] data)
@@ -784,10 +795,23 @@ namespace OpenRA.Server
if (frame == 0)
InterpretServerOrders(conn, data);
else
DispatchOrdersToClients(conn, frame, data);
{
// Non-immediate orders must be projected into the future so that all players can
// apply them on the same world tick. We can do this directly when forwarding the
// packet on to other clients, but sending the same data back to the client that
// sent it just to update the frame number would be wasteful. We instead send them
// a separate Ack packet that tells them to apply the order from a locally stored queue.
// TODO: Replace static latency with a dynamic order buffering system
if (data.Length == 0 || data[0] != (byte)OrderType.SyncHash)
{
frame += OrderLatency;
DispatchFrameToClient(conn, conn.PlayerIndex, CreateAckFrame(frame));
}
if (GameSave != null)
GameSave.DispatchOrders(conn, frame, data);
DispatchOrdersToClients(conn, frame, data);
}
GameSave?.DispatchOrders(conn, frame, data);
}
void InterpretServerOrders(Connection conn, byte[] data)
@@ -1205,6 +1229,13 @@ namespace OpenRA.Server
SyncLobbyInfo();
State = ServerState.GameStarted;
if (Type != ServerType.Local)
{
var gameSpeeds = Game.ModData.Manifest.Get<GameSpeeds>();
var gameSpeedName = LobbyInfo.GlobalSettings.OptionOrDefault("gamespeed", gameSpeeds.DefaultSpeed);
OrderLatency = gameSpeeds.Speeds[gameSpeedName].OrderLatency;
}
if (GameSave == null && LobbyInfo.GlobalSettings.GameSavesEnabled)
GameSave = new GameSave();
@@ -1227,6 +1258,7 @@ namespace OpenRA.Server
foreach (var t in serverTraits.WithInterface<IStartGame>())
t.GameStarted(this);
var firstFrame = 1;
if (GameSave != null && GameSave.LastOrdersFrame >= 0)
{
GameSave.ParseOrders(LobbyInfo, (frame, client, data) =>
@@ -1235,6 +1267,28 @@ namespace OpenRA.Server
if (c.Validated)
DispatchOrdersToClient(c, client, frame, data);
});
firstFrame += GameSave.LastOrdersFrame;
}
// ReceiveOrders projects player orders into the future so that all players can
// apply them on the same world tick.
// Clients require every frame to have an orders packet associated with it, so we must
// inject an empty packet for each frame that we are skipping forwards.
// TODO: Replace static latency with a dynamic order buffering system
var conns = Conns.Where(c => c.Validated).ToList();
foreach (var from in conns)
{
for (var i = 0; i < OrderLatency; i++)
{
var frame = firstFrame + i;
var frameData = CreateFrame(from.PlayerIndex, frame, Array.Empty<byte>());
foreach (var to in conns)
DispatchFrameToClient(to, from.PlayerIndex, frameData);
RecordOrder(frame, Array.Empty<byte>(), from.PlayerIndex);
GameSave?.DispatchOrders(from, frame, Array.Empty<byte>());
}
}
}
}