Revert "Refactor the OrderManager and world tick loop, improves input latency"
This reverts commit f642cead44.
This commit is contained in:
committed by
Oliver Brakmann
parent
758b0b08d0
commit
b01a534a98
@@ -579,22 +579,26 @@ namespace OpenRA
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orderManager.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : worldTimestep;
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Sound.Tick();
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Sync.RunUnsynced(Settings.Debug.SyncCheckUnsyncedCode, world, orderManager.TickImmediate);
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if (world == null)
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{
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orderManager.TickPreGame();
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return;
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}
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// Collect orders first, we will dispatch them if we can this frame
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Sync.RunUnsynced(Settings.Debug.SyncCheckUnsyncedCode, world, () =>
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{
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world.OrderGenerator.Tick(world);
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});
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var isNetTick = LocalTick % NetTickScale == 0;
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if (orderManager.TryTick())
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if (!isNetTick || orderManager.SendNetFrameOrdersAndCheckReady())
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{
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Log.Write("debug", "--Tick: {0} ({1})", LocalTick, orderManager.IsNetTick ? "net" : "local");
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++orderManager.LocalFrameNumber;
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Log.Write("debug", "--Tick: {0} ({1})", LocalTick, isNetTick ? "net" : "local");
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if (isNetTick)
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orderManager.Tick();
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Sync.RunUnsynced(Settings.Debug.SyncCheckUnsyncedCode, world, () =>
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{
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world.OrderGenerator.Tick(world);
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});
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world.Tick();
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@@ -35,10 +35,10 @@ namespace OpenRA.Network
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public bool AuthenticationFailed = false;
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public ExternalMod ServerExternalMod = null;
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public bool IsNetTick { get { return LocalFrameNumber % Game.NetTickScale == 0; } }
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public int NetFrameNumber { get; private set; }
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public int LocalFrameNumber;
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public int FramesAhead = 0;
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bool isReadyForNextFrame;
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int lastFrameSent;
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public long LastTickTime = Game.RunTime;
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@@ -49,11 +49,10 @@ namespace OpenRA.Network
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internal int GameSaveLastFrame = -1;
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internal int GameSaveLastSyncFrame = -1;
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readonly List<Order> localOrders = new List<Order>();
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readonly List<Order> localImmediateOrders = new List<Order>();
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readonly List<Pair<int, byte[]>> receivedImmediateOrders = new List<Pair<int, byte[]>>();
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List<Order> localOrders = new List<Order>();
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List<Order> localImmediateOrders = new List<Order>();
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readonly List<ChatLine> chatCache = new List<ChatLine>();
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List<ChatLine> chatCache = new List<ChatLine>();
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public readonly ReadOnlyList<ChatLine> ChatCache;
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@@ -79,6 +78,7 @@ namespace OpenRA.Network
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// Technically redundant since we will attempt to send orders before the next frame
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SendOrders();
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isReadyForNextFrame = false;
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}
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public OrderManager(ConnectionTarget endpoint, string password, IConnection conn)
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@@ -111,15 +111,14 @@ namespace OpenRA.Network
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chatCache.Add(new ChatLine(name, nameColor, text, textColor));
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}
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void SendImmediateOrders()
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public void TickImmediate()
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{
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if (localImmediateOrders.Count != 0 && GameSaveLastFrame < NetFrameNumber)
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if (localImmediateOrders.Count != 0 && GameSaveLastFrame < NetFrameNumber + FramesAhead)
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Connection.SendImmediate(localImmediateOrders.Select(o => o.Serialize()));
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localImmediateOrders.Clear();
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}
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void ReceiveAllOrdersAndCheckSync()
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{
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var immediatePackets = new List<Pair<int, byte[]>>();
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Connection.Receive(
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(clientId, packet) =>
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{
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@@ -129,15 +128,12 @@ namespace OpenRA.Network
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else if (packet.Length >= 5 && packet[4] == (byte)OrderType.SyncHash)
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CheckSync(packet);
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else if (frame == 0)
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receivedImmediateOrders.Add(Pair.New(clientId, packet));
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immediatePackets.Add(Pair.New(clientId, packet));
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else
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frameData.AddFrameOrders(clientId, frame, packet);
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});
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}
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void ProcessImmediateOrders()
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{
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foreach (var p in receivedImmediateOrders)
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foreach (var p in immediatePackets)
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{
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foreach (var o in p.Second.ToOrderList(World))
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{
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@@ -148,8 +144,6 @@ namespace OpenRA.Network
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return;
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}
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}
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receivedImmediateOrders.Clear();
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}
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Dictionary<int, byte[]> syncForFrame = new Dictionary<int, byte[]>();
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@@ -171,7 +165,7 @@ namespace OpenRA.Network
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syncForFrame.Add(frame, packet);
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}
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IEnumerable<Session.Client> GetClientsNotReadyForNextFrame
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public IEnumerable<Session.Client> GetClientsNotReadyForNextFrame
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{
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get
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{
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@@ -198,12 +192,26 @@ namespace OpenRA.Network
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}
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}
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public bool SendNetFrameOrdersAndCheckReady()
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{
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// Send our frame orders if we should
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SendOrders();
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if (!isReadyForNextFrame)
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isReadyForNextFrame = NetFrameNumber >= 1 && frameData.IsReadyForFrame(NetFrameNumber);
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return isReadyForNextFrame;
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}
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/*
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* Only available if TickImmediate() is called first and we are ready to dispatch received orders locally.
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* Process all incoming orders for this frame, handle sync hashes and step our net frame.
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*/
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void ProcessOrders()
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public void Tick()
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{
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if (!isReadyForNextFrame)
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throw new InvalidOperationException();
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foreach (var order in frameData.OrdersForFrame(World, NetFrameNumber))
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UnitOrders.ProcessOrder(this, World, order.Client, order.Order);
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@@ -217,52 +225,7 @@ namespace OpenRA.Network
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syncReport.UpdateSyncReport();
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++NetFrameNumber;
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}
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public void TickPreGame()
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{
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SendImmediateOrders();
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ReceiveAllOrdersAndCheckSync();
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Sync.RunUnsynced(Game.Settings.Debug.SyncCheckUnsyncedCode, World, ProcessImmediateOrders);
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}
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public bool TryTick()
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{
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var shouldTick = true;
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if (IsNetTick)
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{
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// Check whether or not we will be ready for a tick next frame
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// We don't need to include ourselves in the equation because we can always generate orders this frame
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shouldTick = !GetClientsNotReadyForNextFrame.Except(new[] { LocalClient }).Any();
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// Send orders only if we are currently ready, this prevents us sending orders too soon if we are
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// stalling
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if (shouldTick)
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SendOrders();
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}
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SendImmediateOrders();
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ReceiveAllOrdersAndCheckSync();
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// Always send immediate orders
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Sync.RunUnsynced(Game.Settings.Debug.SyncCheckUnsyncedCode, World, ProcessImmediateOrders);
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var willTick = shouldTick;
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if (willTick && IsNetTick)
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{
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willTick = frameData.IsReadyForFrame(NetFrameNumber);
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if (willTick)
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ProcessOrders();
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}
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if (willTick)
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LocalFrameNumber++;
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return willTick;
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isReadyForNextFrame = false;
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}
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public void Dispose()
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