Make the number of state updated the server sends configurable.
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@ -158,16 +158,10 @@
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away if there is an explosion. -->
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<explosion impulse-objects="500.0" />
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<!-- Networking - the current networking code is outdated and will not
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work anymore - so for now don't enable this.
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For the new networking code:
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combine-threshold: Maximum time a network event can be different
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from an existing time step info to be combined into one. This
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reduces the number of time steps necessary (for slightly larger
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inaccuracies).
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<!-- Networking
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state-frequency: how many states the server will send per second.
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-->
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<networking enable="false"
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combine-threshold="0.05" />
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<networking state-frequency="10" />
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<!-- The field od views for 1-4 player split screen. fov-3 is
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actually not used (since 3 player split screen uses the
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@ -138,8 +138,8 @@ void STKConfig::load(const std::string &filename)
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CHECK_NEG(m_replay_delta_pos2, "replay delta-position" );
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CHECK_NEG(m_replay_dt, "replay delta-t" );
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CHECK_NEG(m_smooth_angle_limit, "physics smooth-angle-limit" );
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CHECK_NEG(m_network_combine_threshold, "network combine-threshold" );
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CHECK_NEG(m_default_track_friction, "physics default-track-friction");
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CHECK_NEG(m_network_state_frequeny, "network state-frequency");
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CHECK_NEG(m_default_moveable_friction, "physics default-moveable-friction");
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// Square distance to make distance checks cheaper (no sqrt)
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@ -174,9 +174,8 @@ void STKConfig::init_defaults()
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m_replay_delta_angle = -100;
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m_replay_delta_pos2 = -100;
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m_replay_dt = -100;
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m_network_combine_threshold = -100;
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m_network_state_frequeny = -100;
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m_title_music = NULL;
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m_enable_networking = true;
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m_smooth_normals = false;
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m_same_powerup_mode = POWERUP_MODE_ONLY_IF_SAME;
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m_ai_acceleration = 1.0f;
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@ -351,8 +350,7 @@ void STKConfig::getAllData(const XMLNode * root)
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if (const XMLNode *networking_node = root->getNode("networking"))
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{
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networking_node->get("enable", &m_enable_networking);
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networking_node->get("combine-threshold", &m_network_combine_threshold);
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networking_node->get("state-frequency", &m_network_state_frequeny);
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}
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if(const XMLNode *replay_node = root->getNode("replay"))
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@ -82,10 +82,8 @@ public:
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bool m_smooth_normals; /**< If normals for raycasts for wheels
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should be interpolated. */
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/** Network events that are less than this value apart will be executed
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* at the same time (instead of adding a new time step, which causes
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* one more time step to be simulated). */
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float m_network_combine_threshold;
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/** How many state updates per second the server will send. */
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int m_network_state_frequeny;
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/** If the angle between a normal on a vertex and the normal of the
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* triangle are more than this value, the physics will use the normal
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@ -110,7 +108,6 @@ public:
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m_max_track_version; /**<version supported by this binary. */
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int m_max_display_news; /**<How often a news message is displayed
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before it is ignored. */
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bool m_enable_networking;
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/** Disable steering if skidding is stopped. This can help in making
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* skidding more controllable (since otherwise when trying to steer while
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@ -77,7 +77,7 @@ void RewindManager::reset()
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m_is_rewinding = false;
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m_not_rewound_time = 0;
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m_overall_state_size = 0;
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m_state_frequency = 0.1f; // save 10 states a second
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m_state_frequency = 1.0f / stk_config->m_network_state_frequeny;
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m_last_saved_state = -9999.9f; // forces initial state save
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if(!m_enable_rewind_manager) return;
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