2.6 KiB
Potential avalanche from local lag
Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment
- player#1: renderFrameId = 100, significantly lagged due to local CPU overheated
- player#2: renderFrameId = 240
- player#3: renderFrameId = 239
- player#4: renderFrameId = 242
players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of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.
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)
.
However in a "server as authority" setup, the server could force confirming an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.
Start up frames
renderFrameId | generatedInputFrameId | toApplyInputFrameId |
---|---|---|
0, 1, 2, 3 | 0, EMP, EMP, EMP | 0 |
4, 5, 6, 7 | 1, EMP, EMP, EMP | 0 |
8, 9, 10, 11 | 2, EMP, EMP, EMP | 1 |
12, 13, 14, 15 | 3, EMP, EMP, EMP | 2 |
It should be reasonable to assume that inputFrameId=0 is always of all-empty content, because human has no chance of clicking at the very first render frame.
Alignment of the current setup
The following setup is chosen deliberately for some "%4" number coincidence.
- NstDelayFrames = 2
- InputDelayFrames = 4
- InputScaleFrames = 2
If "InputDelayFrames" is changed, the impact would be as follows, kindly note that "372%4 == 0".
pR.InputDelayFrames = 4
toApplyInputFrameId | renderFrameId |
---|---|
92 | EMP, EMP, EMP, EMP, 372, 373, 374, 375 |
91 | 368, 369, 370, 371 |
pR.InputDelayFrames = 5
toApplyInputFrameId | renderFrameId |
---|---|
92 | EMP, EMP, EMP, EMP, 373, 374, 375 |
91 | EMP, 369, 370, 371, 372 |
90 | 368 |