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https://github.com/genxium/DelayNoMore
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Fixes for UDP p2p packets handling in frontend input buffer.
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@@ -825,6 +825,7 @@ func (pR *Room) OnDismissed() {
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dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
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pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
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pR.BattleDurationFrames = int32(60 * serverFps)
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//pR.BattleDurationFrames = int32(20 * serverFps)
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pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
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pR.MaxChasingRenderFramesPerUpdate = 9 // Don't set this value too high to avoid exhausting frontend CPU within a single frame, roughly as the "turn-around frames to recover" is empirically OK
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@@ -1187,11 +1188,11 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
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if false == fromUDP {
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/*
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[WARNING] We have to distinguish whether or not the incoming batch is from UDP here, otherwise "pR.LatestPlayerUpsyncedInputFrameId - pR.LastAllConfirmedInputFrameId" might become unexpectedly large in case of "UDP packet loss + slow ws session"!
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[WARNING] We have to distinguish whether or not the incoming batch is from UDP here, otherwise "pR.LatestPlayerUpsyncedInputFrameId - pR.LastAllConfirmedInputFrameId" might become unexpectedly large in case of "UDP packet loss + slow ws session"!
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Moreover, only ws session upsyncs should advance "player.LastReceivedInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
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Moreover, only ws session upsyncs should advance "player.LastReceivedInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
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Kindly note that the updates of "player.LastReceivedInputFrameId" could be discrete before and after reconnection.
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Kindly note that the updates of "player.LastReceivedInputFrameId" could be discrete before and after reconnection.
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*/
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player.LastReceivedInputFrameId = clientInputFrameId
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if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
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