mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Minor update.
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parent
59767c1ed5
commit
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File diff suppressed because one or more lines are too long
@ -547,7 +547,7 @@
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"array": [
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0,
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0,
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216.6734179122529,
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210.16474188040044,
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0,
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0,
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0,
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@ -14,7 +14,7 @@ NetworkDoctor.prototype.reset = function(capacity) {
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this.inputRateThreshold = gopkgs.ConvertToNoDelayInputFrameId(60);
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this.peerUpsyncThreshold = 8;
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this.rollbackFramesThreshold = 8; // Roughly the same as TurnAroundFramesToRecover
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this.rollbackFramesThreshold = 4; // Slightly smaller than the minimum "TurnAroundFramesToRecover".
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};
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NetworkDoctor.prototype.logSending = function(stFrameId, edFrameId) {
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@ -83,8 +83,8 @@ NetworkDoctor.prototype.isTooFast = function() {
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const [sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt] = this.stats();
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if (sendingFps >= this.inputRateThreshold && srvDownsyncFps >= this.inputRateThreshold) {
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// At least my network is OK for both TX & RX directions.
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if (rollbackFrames >= this.rollbackFramesThreshold && peerUpsyncFps < this.peerUpsyncThreshold) {
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// I got many frames rolled back while none of my peers effectively helped my preciction.
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if (rollbackFrames >= this.rollbackFramesThreshold) {
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// I got many frames rolled back while none of my peers effectively helped my preciction. Deliberately not using "peerUpsyncThreshold" here because when using UDP p2p upsync broadcasting, we expect to receive effective p2p upsyncs from every other player.
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return true;
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}
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}
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@ -49,7 +49,7 @@ var Characters = map[int]*CharacterConfig{
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JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingFramesToRecover: int32(2),
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InertiaFramesToRecover: int32(8),
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InertiaFramesToRecover: int32(9),
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DashingEnabled: false,
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OnWallEnabled: false,
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@ -98,7 +98,7 @@ var Characters = map[int]*CharacterConfig{
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JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingFramesToRecover: int32(2),
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InertiaFramesToRecover: int32(8),
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InertiaFramesToRecover: int32(9),
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DashingEnabled: true,
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OnWallEnabled: true,
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@ -154,7 +154,7 @@ var Characters = map[int]*CharacterConfig{
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JumpingInitVelY: int32(float64(7.8) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingFramesToRecover: int32(2),
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InertiaFramesToRecover: int32(8),
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InertiaFramesToRecover: int32(9),
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DashingEnabled: false,
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OnWallEnabled: false,
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