DelayNoMore/ConcerningEdgeCases.md
2022-12-18 14:03:22 +08:00

3.4 KiB

What to be concerned for internet syncing

  1. Server received too late (solution: force confirmation)
  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)

Potential avalanche from ACTIVE SLOW TICKER

Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment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, still active in battle but 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players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of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.

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!

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).

To be fair, a "p2p" setup can reduce round-trip to single-trip, but w/o a point of authority in such case player#1 needs a way to recognize the slowness (e.g. check the received peer inputs) and ticks faster for a while to catch up; in contrast 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an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.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

renderFrameId toApplyInputFrameId
368, 369, 370, 371 91
372, 373, 374, 375 92

pR.InputDelayFrames = 5

renderFrameId toApplyInputFrameId
..., ..., ..., 368 90
369, 370, 371, 372 91
373, 374, 375, ... 92