diff --git a/README.md b/README.md index 9e6d0ea..0a6ebdb 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,8 @@ +Please refer to [DelayNoMoreUnity](https://github.com/genxium/DelayNoMoreUnity) for a Unity rebuild with .net backend. + # Preface -This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md). +This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md). [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! diff --git a/frontend/build-templates/jsb-link/frameworks/runtime-src/Classes/ring_buff.cpp b/frontend/build-templates/jsb-link/frameworks/runtime-src/Classes/ring_buff.cpp index 6392e50..92f2895 100644 --- a/frontend/build-templates/jsb-link/frameworks/runtime-src/Classes/ring_buff.cpp +++ b/frontend/build-templates/jsb-link/frameworks/runtime-src/Classes/ring_buff.cpp @@ -100,7 +100,7 @@ bool RecvRingBuff::pop(RecvWork* out) { 2. If "0 >= oldCnt", we need guard against another "pop" to avoid over-popping. */ if (0 >= oldCnt) { - // "pop" could be accessed by either "GameThread/pollUdpRecvRingBuff" or "UvRecvThread/put", thus we should be proactively guard against concurrent popping while "1 == cnt" + // "pop" could be accessed by either "GameThread/pollUdpRecvRingBuff" or "UvRecvThread/put", thus we should be proactively guarding against concurrent popping while "1 == cnt" ++cnt; return false; }