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https://github.com/genxium/DelayNoMore
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Fixed typo.
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@ -1,6 +1,8 @@
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Please refer to [DelayNoMoreUnity](https://github.com/genxium/DelayNoMoreUnity) for a Unity rebuild with .net backend.
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# Preface
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
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[Demo recorded over INTERNET (Phone-Wifi v.s. PC-Wifi UDP holepunched) using an input delay of 6 frames](https://pan.baidu.com/s/1UArwqDShLoPjYppjjqsTqQ?pwd=10wc), and it feels SMOOTH when playing!
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@ -100,7 +100,7 @@ bool RecvRingBuff::pop(RecvWork* out) {
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2. If "0 >= oldCnt", we need guard against another "pop" to avoid over-popping.
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*/
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if (0 >= oldCnt) {
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// "pop" could be accessed by either "GameThread/pollUdpRecvRingBuff" or "UvRecvThread/put", thus we should be proactively guard against concurrent popping while "1 == cnt"
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// "pop" could be accessed by either "GameThread/pollUdpRecvRingBuff" or "UvRecvThread/put", thus we should be proactively guarding against concurrent popping while "1 == cnt"
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++cnt;
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return false;
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}
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