Progressively adjust time with slow down functionality
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e28fbdd019
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7926ad9ba0
@ -62,7 +62,7 @@ WorldStatus::WorldStatus()
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void WorldStatus::reset()
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{
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m_time = 0.0f;
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m_adjust_time_by = 0.0f;
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m_adjust_time_by.store(0);
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m_time_ticks = 0;
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m_auxiliary_ticks = 0;
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m_count_up_ticks = 0;
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@ -480,30 +480,55 @@ void WorldStatus::updateTime(int ticks)
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*/
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float WorldStatus::adjustDT(float dt)
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{
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int adjust_time = m_adjust_time_by.load();
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if (adjust_time == 0)
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return dt;
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// If request, adjust world time to go ahead (adjust>0) or
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// slow down (<0). This is done in 5% of dt steps so that the
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// user will not notice this.
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const float FRACTION = 0.10f; // fraction of dt to be adjusted
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float adjust_time_by = adjust_time / 1000.0f;
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float time_adjust;
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if (m_adjust_time_by >= 0) // make it run faster
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if (adjust_time_by > 0.0f) // make it run faster
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{
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time_adjust = dt * FRACTION;
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if (time_adjust > m_adjust_time_by) time_adjust = m_adjust_time_by;
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if (m_adjust_time_by > 0)
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Log::verbose("info", "At %f %f adjusting time by %f dt %f to dt %f for %f",
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World::getWorld()->getTime(), StkTime::getRealTime(),
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time_adjust, dt, dt - time_adjust, m_adjust_time_by);
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if (time_adjust > adjust_time_by)
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{
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m_adjust_time_by.fetch_sub(int(adjust_time_by * 1000.f));
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time_adjust = adjust_time_by;
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}
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else // m_adjust_time negative, i.e. will go slower
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else
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m_adjust_time_by.fetch_sub(int(time_adjust * 1000.f));
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Log::verbose("WorldStatus",
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"At %f %f adjusting time (speed up) by %f dt %f to dt %f for %f",
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World::getWorld()->getTime(), StkTime::getRealTime(),
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time_adjust, dt, dt + time_adjust, adjust_time_by);
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}
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else // adjust_time_by negative, i.e. will go slower
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{
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time_adjust = -dt * FRACTION;
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if (time_adjust < m_adjust_time_by) time_adjust = m_adjust_time_by;
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Log::verbose("info", "At %f %f adjusting time by %f dt %f to dt %f for %f",
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World::getWorld()->getTime(), StkTime::getRealTime(),
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time_adjust, dt, dt - time_adjust, m_adjust_time_by);
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if (time_adjust < adjust_time_by)
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{
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m_adjust_time_by.fetch_sub(int(adjust_time_by * 1000.f));
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time_adjust = adjust_time_by;
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}
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m_adjust_time_by -= time_adjust;
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dt -= time_adjust;
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else
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m_adjust_time_by.fetch_sub(int(time_adjust * 1000.f));
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Log::verbose("WorldStatus",
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"At %f %f adjusting time (slow down) by %f dt %f to dt %f for %f",
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World::getWorld()->getTime(), StkTime::getRealTime(),
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time_adjust, dt, dt + time_adjust, adjust_time_by);
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}
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dt += time_adjust;
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// No negative or tends to zero dt
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const float min_dt = stk_config->ticks2Time(1);
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if (dt < min_dt)
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dt = min_dt;
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return dt;
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} // adjustDT
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@ -110,10 +110,11 @@ private:
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/** In networked game the world clock might be adjusted (without the
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* player noticing), e.g. if a client causes rewinds in the server,
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* that client needs to speed up to be further ahead of the server
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* and so reduce the number of rollbacks. This is the amount of time
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* or slow down if time in client goes too far from server time
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* to reduce the number of rollbacks. This is the amount of time
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* by which the client's clock needs to be adjusted (positive or
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* negative). */
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float m_adjust_time_by;
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std::atomic<int> m_adjust_time_by;
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/** The clock mode: normal counting forwards, or countdown */
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ClockType m_clock_mode;
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@ -221,7 +222,7 @@ public:
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// ------------------------------------------------------------------------
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/** Sets a time by which the clock should be adjusted. Used by networking
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* if too many rewinds are detected. */
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void setAdjustTime(float t) { m_adjust_time_by = t; }
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void setAdjustTime(int t) { m_adjust_time_by.fetch_add(t); }
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}; // WorldStatus
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@ -17,9 +17,9 @@
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#include "network/protocols/game_protocol.hpp"
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#include "modes/world.hpp"
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#include "karts/abstract_kart.hpp"
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#include "karts/controller/player_controller.hpp"
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#include "modes/world.hpp"
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#include "network/event.hpp"
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#include "network/network_config.hpp"
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#include "network/game_setup.hpp"
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@ -160,20 +160,19 @@ void GameProtocol::handleControllerAction(Event *event)
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uint8_t count = data.getUInt8();
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bool will_trigger_rewind = false;
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int rewind_delta = 0;
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int cur_ticks = 0;
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const int not_rewound = RewindManager::get()->getNotRewoundWorldTicks();
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for (unsigned int i = 0; i < count; i++)
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{
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int ticks = data.getUInt32();
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cur_ticks = data.getUInt32();
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// Since this is running in a thread, it might be called during
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// a rewind, i.e. with an incorrect world time. So the event
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// time needs to be compared with the World time independent
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// of any rewinding.
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if (ticks < RewindManager::get()->getNotRewoundWorldTicks() &&
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!will_trigger_rewind )
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if (cur_ticks < not_rewound && !will_trigger_rewind)
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{
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will_trigger_rewind = true;
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rewind_delta = ticks
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- RewindManager::get()->getNotRewoundWorldTicks();
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rewind_delta = not_rewound - cur_ticks;
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}
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uint8_t kart_id = data.getUInt8();
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assert(kart_id < World::getWorld()->getNumKarts());
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@ -183,11 +182,11 @@ void GameProtocol::handleControllerAction(Event *event)
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int value_l = data.getUInt32();
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int value_r = data.getUInt32();
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Log::info("GameProtocol", "Action at %d: %d %d %d %d %d",
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ticks, kart_id, action, value, value_l, value_r);
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cur_ticks, kart_id, action, value, value_l, value_r);
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BareNetworkString *s = new BareNetworkString(3);
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s->addUInt8(kart_id).addUInt8(action).addUInt32(value)
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.addUInt32(value_l).addUInt32(value_r);
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RewindManager::get()->addNetworkEvent(this, s, ticks);
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RewindManager::get()->addNetworkEvent(this, s, cur_ticks);
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}
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if (data.size() > 0)
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@ -200,16 +199,37 @@ void GameProtocol::handleControllerAction(Event *event)
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// Send update to all clients except the original sender.
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STKHost::get()->sendPacketExcept(event->getPeer(),
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&data, false);
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if (not_rewound == 0 ||
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m_initial_ticks.find(event->getPeer()) == m_initial_ticks.end())
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return;
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int cur_diff = cur_ticks - not_rewound;
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const int max_adjustment = 12;
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const int ticks_difference = m_initial_ticks.at(event->getPeer());
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if (will_trigger_rewind)
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{
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Log::info("GameProtocol",
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"At %d %f %d requesting time adjust of %d for host %d",
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if (rewind_delta > max_adjustment)
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rewind_delta = max_adjustment;
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Log::info("GameProtocol", "At %d %f %d requesting time adjust"
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" (speed up) of %d for host %d",
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World::getWorld()->getTimeTicks(), StkTime::getRealTime(),
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RewindManager::get()->getNotRewoundWorldTicks(),
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rewind_delta, event->getPeer()->getHostId());
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not_rewound, rewind_delta, event->getPeer()->getHostId());
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// This message from a client triggered a rewind in the server.
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// To avoid this, signal to the client that it should slow down.
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// To avoid this, signal to the client that it should speed up.
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adjustTimeForClient(event->getPeer(), rewind_delta);
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return;
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}
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if (cur_diff > 0 &&
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cur_diff - ticks_difference > max_adjustment)
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{
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// 80% slow down
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const int adjustment = -max_adjustment * 8 / 10;
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Log::info("GameProtocol", "At %d %f %d requesting time adjust"
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" (slow down) of %d for host %d",
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World::getWorld()->getTimeTicks(), StkTime::getRealTime(),
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not_rewound, adjustment, event->getPeer()->getHostId());
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adjustTimeForClient(event->getPeer(), adjustment);
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}
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} // if server
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@ -220,7 +240,7 @@ void GameProtocol::handleControllerAction(Event *event)
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* reduce rewinds). This function sends a a (unreliable) message to the
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* client.
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* \param peer The peer that triggered the rewind.
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* \param t Time that the peer needs to slowdown (<0) or sped up(>0).
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* \param t Time that the peer needs to slowdown (<0) or speed up(>0).
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*/
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void GameProtocol::adjustTimeForClient(STKPeer *peer, int ticks)
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{
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@ -240,8 +260,10 @@ void GameProtocol::adjustTimeForClient(STKPeer *peer, int ticks)
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void GameProtocol::handleAdjustTime(Event *event)
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{
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int ticks = event->data().getUInt32();
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World::getWorld()->setAdjustTime(stk_config->ticks2Time(ticks));
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World::getWorld()->setAdjustTime(
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int(stk_config->ticks2Time(ticks) * 1000.0f));
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} // handleAdjustTime
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// ----------------------------------------------------------------------------
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/** Called by the server before assembling a new message containing the full
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* state of the race to be sent to a client.
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@ -338,3 +360,11 @@ void GameProtocol::rewind(BareNetworkString *buffer)
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if (pc)
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pc->actionFromNetwork(action, value, value_l, value_r);
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} // rewind
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// ----------------------------------------------------------------------------
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void GameProtocol::addInitialTicks(STKPeer* p, int ticks)
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{
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Log::verbose("GameProtocol", "Host %d with ticks difference %d",
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p->getHostId(), ticks);
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m_initial_ticks[p] = ticks;
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} // addInitialTicks
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@ -26,6 +26,7 @@
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#include "utils/cpp2011.hpp"
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#include "utils/singleton.hpp"
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#include <map>
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#include <vector>
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class BareNetworkString;
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@ -69,6 +70,8 @@ private:
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void handleState(Event *event);
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void handleAdjustTime(Event *event);
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static std::weak_ptr<GameProtocol> m_game_protocol;
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std::map<STKPeer*, int> m_initial_ticks;
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public:
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GameProtocol();
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virtual ~GameProtocol();
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@ -104,6 +107,8 @@ public:
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// ------------------------------------------------------------------------
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/** Returns the NetworkString in which a state was saved. */
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NetworkString* getState() const { return m_data_to_send; }
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// ------------------------------------------------------------------------
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void addInitialTicks(STKPeer* p, int ticks);
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}; // class GameProtocol
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@ -1024,7 +1024,7 @@ void ServerLobby::connectionRequested(Event* event)
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peer->sendPacket(server_info);
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delete server_info;
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m_peers_ready[peer] = false;
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m_peers_ready[peer] = std::make_pair(false, 0.0);
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for (std::shared_ptr<NetworkPlayerProfile> npp : peer->getPlayerProfiles())
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{
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m_game_setup->addPlayer(npp);
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@ -1307,7 +1307,7 @@ void ServerLobby::finishedLoadingWorld()
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void ServerLobby::finishedLoadingWorldClient(Event *event)
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{
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std::shared_ptr<STKPeer> peer = event->getPeerSP();
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m_peers_ready.at(peer) = true;
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m_peers_ready.at(peer) = std::make_pair(true, StkTime::getRealTime());
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Log::info("ServerLobby", "Peer %d has finished loading world at %lf",
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peer->getHostId(), StkTime::getRealTime());
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} // finishedLoadingWorldClient
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@ -1324,12 +1324,40 @@ void ServerLobby::finishedLoadingWorldClient(Event *event)
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void ServerLobby::startedRaceOnClient(Event *event)
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{
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std::shared_ptr<STKPeer> peer = event->getPeerSP();
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m_peers_ready.at(peer) = true;
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m_peers_ready.at(peer) = std::make_pair(true, StkTime::getRealTime());
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Log::info("ServerLobby", "Peer %d has started race at %lf",
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peer->getHostId(), StkTime::getRealTime());
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if (checkPeersReady())
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{
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std::vector<std::pair<STKPeer*, double> > mapping;
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for (auto p : m_peers_ready)
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{
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auto peer = p.first.lock();
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if (!peer)
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continue;
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mapping.emplace_back(peer.get(), p.second.second);
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}
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std::sort(mapping.begin(), mapping.end(),
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[](const std::pair<STKPeer*, double>& a,
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const std::pair<STKPeer*, double>& b)->bool
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{
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return a.second > b.second;
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});
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for (unsigned i = 0; i < mapping.size(); i++)
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{
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// Server delay is 0.1, so it's around 12 ticks
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// (0.1 * 120 (physics fps)) for the highest ping client
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if (i == 0)
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GameProtocol::lock()->addInitialTicks(mapping[0].first, 12);
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else
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{
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const double diff = mapping[0].second - mapping[i].second;
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assert(diff >= 0.0);
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GameProtocol::lock()->addInitialTicks(mapping[i].first,
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12 + stk_config->time2Ticks((float)diff));
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}
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}
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m_state = DELAY_SERVER;
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m_server_delay = StkTime::getRealTime() + 0.1;
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Log::verbose("ServerLobby", "Started delay at %lf set delay to %lf",
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@ -1346,7 +1374,7 @@ void ServerLobby::playerFinishedResult(Event *event)
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if (m_state.load() != RESULT_DISPLAY)
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return;
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std::shared_ptr<STKPeer> peer = event->getPeerSP();
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m_peers_ready.at(peer) = true;
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m_peers_ready.at(peer) = std::make_pair(true, StkTime::getRealTime());
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} // playerFinishedResult
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//-----------------------------------------------------------------------------
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@ -48,7 +48,7 @@ private:
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std::atomic_bool m_server_has_loaded_world;
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/** Counts how many peers have finished loading the world. */
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std::map<std::weak_ptr<STKPeer>, bool,
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std::map<std::weak_ptr<STKPeer>, std::pair<bool, double>,
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std::owner_less<std::weak_ptr<STKPeer> > > m_peers_ready;
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/** Vote from each peer. */
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@ -102,7 +102,7 @@ private:
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{
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if (p.first.expired())
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continue;
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all_ready = all_ready && p.second;
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all_ready = all_ready && p.second.first;
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if (!all_ready)
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return false;
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}
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@ -118,7 +118,8 @@ private:
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}
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else
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{
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it->second = false;
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it->second.first = false;
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it->second.second = 0.0;
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it++;
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}
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}
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@ -74,7 +74,7 @@ RewindManager::~RewindManager()
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void RewindManager::reset()
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{
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m_is_rewinding = false;
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m_not_rewound_ticks = 0;
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m_not_rewound_ticks.store(0);
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m_overall_state_size = 0;
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m_last_saved_state = -1; // forces initial state save
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m_state_frequency =
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@ -249,7 +249,7 @@ void RewindManager::update(int ticks_not_used)
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float time = World::getWorld()->getTime();
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int ticks = World::getWorld()->getTimeTicks();
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m_not_rewound_ticks = ticks;
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m_not_rewound_ticks.store(ticks, std::memory_order_relaxed);
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// Clients don't save state, so they just exit.
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if (NetworkConfig::get()->isClient() ||
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@ -25,6 +25,7 @@
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#include "utils/synchronised.hpp"
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#include <assert.h>
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#include <atomic>
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#include <list>
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#include <vector>
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@ -109,7 +110,7 @@ private:
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/** This stores the original World time in ticks during a rewind. It is
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* used to detect if a client's local time need adjustment to reduce
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* rewinds. */
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int m_not_rewound_ticks;
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std::atomic<int> m_not_rewound_ticks;
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RewindManager();
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~RewindManager();
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@ -163,7 +164,8 @@ public:
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/** Returns true if currently a rewind is happening. */
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bool isRewinding() const { return m_is_rewinding; }
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// ------------------------------------------------------------------------
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int getNotRewoundWorldTicks() const { return m_not_rewound_ticks; }
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int getNotRewoundWorldTicks() const
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{ return m_not_rewound_ticks.load(std::memory_order_relaxed); }
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}; // RewindManager
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