diff --git a/battle_srv/models/room.go b/battle_srv/models/room.go index 6264ade..8370e58 100644 --- a/battle_srv/models/room.go +++ b/battle_srv/models/room.go @@ -784,7 +784,7 @@ func (pR *Room) OnDismissed() { pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers! pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps) - pR.BattleDurationFrames = 15 * pR.ServerFps + pR.BattleDurationFrames = 60 * pR.ServerFps pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1) pR.InputFrameUpsyncDelayTolerance = (pR.NstDelayFrames >> pR.InputScaleFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche pR.MaxChasingRenderFramesPerUpdate = 12 // Don't set this value too high to avoid exhausting frontend CPU within a single frame @@ -797,7 +797,7 @@ func (pR *Room) OnDismissed() { pR.GravityX = 0 pR.GravityY = -int32(float64(0.5) * pR.WorldToVirtualGridRatio) // makes all "playerCollider.Y" a multiple of 0.5 in all cases - pR.FrameDataLoggingEnabled = true // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY! + pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY! pR.ChooseStage() pR.EffectivePlayerCount = 0