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Updated comments.
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@ -2,16 +2,16 @@
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1. Server received too late (solution: force confirmation)
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2. Client received too late (solution: prediction and frame chasing, big impact on user experience because the graphics will be inconsistent if mismatches occur too often)
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# Potential avalanche from local lag
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# Potential avalanche from `ACTIVE SLOW TICKER`
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Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment
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- player#1: renderFrameId = 100, significantly lagged due to local CPU overheated
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- player#1: renderFrameId = 100, **still active in battle but significantly lagged** due to local CPU overheated
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- player#2: renderFrameId = 240
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- player#3: renderFrameId = 239
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- player#4: renderFrameId = 242
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players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of frame-chasing" would then further deteriorate the situation - like an avalanche.
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**BE CAUTIOUS, THIS SITUATION HAPPENS QUITE OFTEN FOR REAL DEVICES** where different operating systems and temporary CPU overheat cause different lags for different player in a same battle! If not properly handled, slow tickers would be `inputing in the "history" of other players`, resulting in too frequent prediction mismatch and thus inconsistent graphics for other players!
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**BE CAUTIOUS, THIS `ACTIVE SLOW TICKER` SITUATION HAPPENS QUITE OFTEN FOR REAL DEVICES** where different operating systems and temporary CPU overheat cause different lags for different player in a same battle! If not properly handled, slow tickers would be `inputing in the "history" of other players`, resulting in too frequent prediction mismatch and thus inconsistent graphics for other players!
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In a "no-server & p2p" setup, I couldn't think of a proper way to cope with such edge case. Solely on the frontend we could only mitigate the impact to players #2, #3, #4, e.g. a potential lag due to "large range of frame-chasing" is proactively avoided in `<proj-root>/frontend/assets/scripts/Map.js, function update(dt)`.
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@ -1747,7 +1747,7 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot)
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break
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} else if PlayerBattleStateIns.ACTIVE == playerBattleState && 0 < (inputsBufferSnapshot.UnconfirmedMask&thatPlayerJoinMask) {
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/*
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[WARNING] Whenever there's an ACTIVE SLOW TICKER, all players should also be resynced to avoid inconsistent display. See `<proj-root>/ConcerningEdgeCases.md` for more information.
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[WARNING] Whenever there's an `ACTIVE SLOW TICKER`, all players should also be resynced to avoid inconsistent display. See `<proj-root>/ConcerningEdgeCases.md` for more information.
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*/
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inputsBufferSnapshot.ShouldForceResync = true
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break
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