15 Commits

Author SHA1 Message Date
Gregor Richards
cd281d5757 Reverse catch-up, i.e., server-demanded stalling
Previously, if two clients were connected to the same server and one of
them was ahead of the server, the only way to rectify that situation was
for the client to get so far ahead that it stalled, as the server could
only catch up with an ahead client if all clients were ahead. That's
unrealistic. This gives the server the alternate option of demanding
that a client stall. This keeps things nicely in line even with >2
players.
2016-12-24 15:25:03 -05:00
twinaphex
70a1a5f38e Buildfixes 2016-12-24 01:48:36 +01:00
twinaphex
64dc7daeca (MSVC) MSVC build fixes 2016-12-24 01:45:37 +01:00
Gregor Richards
dcd4b3046b Making negative check_frames be "check only" mode 2016-12-18 19:28:44 -05:00
Gregor Richards
84c33634a6 Communicate paused-ness during initial connection SYNC. 2016-12-18 19:28:44 -05:00
Gregor Richards
8195a5bcee Try to catch up if we're falling behind our peer, not anyone
In the previous catch-up system, we would only try to catch up if we
were falling behind the farthest-behind peer. However, as they would
also only try to catch up to us, everyone basically agreed to the
worst-case latency. It makes more sense to try to be in parity with your
direct peer than with indirect connections.
2016-12-18 19:28:44 -05:00
Gregor Richards
04266cf4f7 Run synchronization even when stalled
Previously, we could be stalled by one player but still reading data
from another, which would wedge the client because we would never act
upon the newly-read data. Now we act upon data even if we're stalled.
Fixes bugs in initial connection with high latency.
2016-12-18 19:28:44 -05:00
Gregor Richards
db2c8de44c Slightly changing how catch-up works to avoid spamming the console 2016-12-18 19:28:43 -05:00
Gregor Richards
f7f6590156 Goodbye delay_frames! stateless_mode is the new delay_frames=0 2016-12-18 19:28:43 -05:00
Gregor Richards
45d732a014 New sync system
The idea:
   * Use a fixed number of delay_frames (eventually to be fixed at 120,
     currently still uses the config variable, 0 will still be an option)
   * Determine how long it takes to simulate a frame.
   * Stall only if resimulating the intervening frames would be
     sufficiently annoying (currently fixed at three frames worth of
     time)

Because clients always try to catch up, the actual frame delay works out
automatically to be minimally zero and maximally the latency. If one
client is underpowered but the other is fine, the powerful one will
automatically take up the slack. Seems like the most reasonable system.
2016-12-18 19:28:43 -05:00
Gregor Richards
6658826759 CRC validity checking. Ignore CRCs if they don't work. 2016-12-18 19:28:43 -05:00
Gregor Richards
bade067d9a Support for catching up if the netplay peer is ahead of us. 2016-12-18 19:28:43 -05:00
Gregor Richards
da7efcb939 Cleaning up netplay headers. 2016-12-18 19:28:43 -05:00
Gregor Richards
f619789e48 Refactoring: netplay_common.c -> netplay_handshake.c/netplay_delta.c
Refactoring netplay_common into its two actual components, the handshake
and delta-frame related functions.
2016-12-18 19:28:43 -05:00
Gregor Richards
4e905bf524 Refactoring: netplay_sync.c
Renamed netplay_net.c to netplay_sync.c, as all that remains in that
file is synchronization-related functions.
2016-12-18 19:28:43 -05:00