mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Minor update again.
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parent
5cfcac6cf6
commit
c75f642011
@ -817,7 +817,7 @@ func (pR *Room) OnDismissed() {
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pR.RenderFrameId = 0
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pR.CurDynamicsRenderFrameId = 0
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pR.NstDelayFrames = 16
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pR.NstDelayFrames = 24
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serverFps := 60
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pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
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@ -461,7 +461,7 @@
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"array": [
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0,
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0,
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216.2814178905528,
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209.73151519075364,
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0,
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0,
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0,
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@ -547,7 +547,7 @@
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"array": [
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0,
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0,
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216.2814178905528,
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209.73151519075364,
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0,
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0,
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0,
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@ -80,6 +80,7 @@ NetworkDoctor.prototype.logSkippedRenderFrameCnt = function() {
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}
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NetworkDoctor.prototype.isTooFast = function(mapIns) {
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return false;
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const [sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt] = this.stats();
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if (sendingFps >= this.inputRateThreshold + 3) {
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// Don't send too fast
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@ -97,7 +98,7 @@ NetworkDoctor.prototype.isTooFast = function(mapIns) {
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if (mapIns.lastIndividuallyConfirmedInputFrameId[k] >= minInputFrameIdFront) continue;
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minInputFrameIdFront = mapIns.lastIndividuallyConfirmedInputFrameId[k];
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}
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if ((selfInputFrameIdFront > minInputFrameIdFront) && ((selfInputFrameIdFront - minInputFrameIdFront) > (mapIns.inputFrameUpsyncDelayTolerance+2))) {
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if ((selfInputFrameIdFront > minInputFrameIdFront) && ((selfInputFrameIdFront - minInputFrameIdFront) > (mapIns.inputFrameUpsyncDelayTolerance >> 1))) {
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// first comparison condition is to avoid numeric overflow
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console.log(`Game logic ticking too fast, selfInputFrameIdFront=${selfInputFrameIdFront}, minInputFrameIdFront=${minInputFrameIdFront}, inputFrameUpsyncDelayTolerance=${mapIns.inputFrameUpsyncDelayTolerance}`);
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return true;
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File diff suppressed because one or more lines are too long
@ -23,8 +23,7 @@ const (
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GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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INPUT_DELAY_FRAMES = int32(6) // in the count of render frames
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INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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NST_DELAY_FRAMES = int32(16) // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
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INPUT_SCALE_FRAMES = uint32(1) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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SP_ATK_LOOKUP_FRAMES = int32(5)
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