Refactor the OrderManager and world tick loop, improves input latency

This commit is contained in:
Adam Mitchell
2020-04-05 20:55:08 +01:00
committed by Matthias Mailänder
parent 616d9421d6
commit f642cead44
2 changed files with 76 additions and 43 deletions

View File

@@ -578,26 +578,22 @@ namespace OpenRA
orderManager.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : worldTimestep;
Sound.Tick();
Sync.RunUnsynced(Settings.Debug.SyncCheckUnsyncedCode, world, orderManager.TickImmediate);
if (world == null)
return;
var isNetTick = LocalTick % NetTickScale == 0;
if (!isNetTick || orderManager.SendNetFrameOrdersAndCheckReady())
{
++orderManager.LocalFrameNumber;
orderManager.TickPreGame();
return;
}
Log.Write("debug", "--Tick: {0} ({1})", LocalTick, isNetTick ? "net" : "local");
// Collect orders first, we will dispatch them if we can this frame
Sync.RunUnsynced(Settings.Debug.SyncCheckUnsyncedCode, world, () =>
{
world.OrderGenerator.Tick(world);
});
if (isNetTick)
orderManager.Tick();
Sync.RunUnsynced(Settings.Debug.SyncCheckUnsyncedCode, world, () =>
{
world.OrderGenerator.Tick(world);
});
if (orderManager.TryTick())
{
Log.Write("debug", "--Tick: {0} ({1})", LocalTick, orderManager.IsNetTick ? "net" : "local");
world.Tick();

View File

@@ -35,10 +35,10 @@ namespace OpenRA.Network
public bool AuthenticationFailed = false;
public ExternalMod ServerExternalMod = null;
public bool IsNetTick { get { return LocalFrameNumber % Game.NetTickScale == 0; } }
public int NetFrameNumber { get; private set; }
public int LocalFrameNumber;
public int FramesAhead = 0;
bool isReadyForNextFrame;
int lastFrameSent;
public long LastTickTime = Game.RunTime;
@@ -49,10 +49,11 @@ namespace OpenRA.Network
internal int GameSaveLastFrame = -1;
internal int GameSaveLastSyncFrame = -1;
List<Order> localOrders = new List<Order>();
List<Order> localImmediateOrders = new List<Order>();
readonly List<Order> localOrders = new List<Order>();
readonly List<Order> localImmediateOrders = new List<Order>();
readonly List<Pair<int, byte[]>> receivedImmediateOrders = new List<Pair<int, byte[]>>();
List<ChatLine> chatCache = new List<ChatLine>();
readonly List<ChatLine> chatCache = new List<ChatLine>();
public readonly ReadOnlyList<ChatLine> ChatCache;
@@ -78,7 +79,6 @@ namespace OpenRA.Network
// Technically redundant since we will attempt to send orders before the next frame
SendOrders();
isReadyForNextFrame = false;
}
public OrderManager(ConnectionTarget endpoint, string password, IConnection conn)
@@ -111,14 +111,15 @@ namespace OpenRA.Network
chatCache.Add(new ChatLine(name, nameColor, text, textColor));
}
public void TickImmediate()
void SendImmediateOrders()
{
if (localImmediateOrders.Count != 0 && GameSaveLastFrame < NetFrameNumber + FramesAhead)
if (localImmediateOrders.Count != 0 && GameSaveLastFrame < NetFrameNumber)
Connection.SendImmediate(localImmediateOrders.Select(o => o.Serialize()));
localImmediateOrders.Clear();
}
var immediatePackets = new List<Pair<int, byte[]>>();
void ReceiveAllOrdersAndCheckSync()
{
Connection.Receive(
(clientId, packet) =>
{
@@ -128,12 +129,15 @@ namespace OpenRA.Network
else if (packet.Length >= 5 && packet[4] == (byte)OrderType.SyncHash)
CheckSync(packet);
else if (frame == 0)
immediatePackets.Add(Pair.New(clientId, packet));
receivedImmediateOrders.Add(Pair.New(clientId, packet));
else
frameData.AddFrameOrders(clientId, frame, packet);
});
}
foreach (var p in immediatePackets)
void ProcessImmediateOrders()
{
foreach (var p in receivedImmediateOrders)
{
foreach (var o in p.Second.ToOrderList(World))
{
@@ -144,6 +148,8 @@ namespace OpenRA.Network
return;
}
}
receivedImmediateOrders.Clear();
}
Dictionary<int, byte[]> syncForFrame = new Dictionary<int, byte[]>();
@@ -165,7 +171,7 @@ namespace OpenRA.Network
syncForFrame.Add(frame, packet);
}
public IEnumerable<Session.Client> GetClientsNotReadyForNextFrame
IEnumerable<Session.Client> GetClientsNotReadyForNextFrame
{
get
{
@@ -192,26 +198,12 @@ 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()
void ProcessOrders()
{
if (!isReadyForNextFrame)
throw new InvalidOperationException();
foreach (var order in frameData.OrdersForFrame(World, NetFrameNumber))
UnitOrders.ProcessOrder(this, World, order.Client, order.Order);
@@ -225,7 +217,52 @@ namespace OpenRA.Network
syncReport.UpdateSyncReport();
++NetFrameNumber;
isReadyForNextFrame = false;
}
public void TickPreGame()
{
SendImmediateOrders();
ReceiveAllOrdersAndCheckSync();
Sync.RunUnsynced(Game.Settings.Debug.SyncCheckUnsyncedCode, World, ProcessImmediateOrders);
}
public bool TryTick()
{
var shouldTick = true;
if (IsNetTick)
{
// Check whether or not we will be ready for a tick next frame
// We don't need to include ourselves in the equation because we can always generate orders this frame
shouldTick = !GetClientsNotReadyForNextFrame.Except(new[] { LocalClient }).Any();
// Send orders only if we are currently ready, this prevents us sending orders too soon if we are
// stalling
if (shouldTick)
SendOrders();
}
SendImmediateOrders();
ReceiveAllOrdersAndCheckSync();
// Always send immediate orders
Sync.RunUnsynced(Game.Settings.Debug.SyncCheckUnsyncedCode, World, ProcessImmediateOrders);
var willTick = shouldTick;
if (willTick && IsNetTick)
{
willTick = frameData.IsReadyForFrame(NetFrameNumber);
if (willTick)
ProcessOrders();
}
if (willTick)
LocalFrameNumber++;
return willTick;
}
public void Dispose()