Execute rollback detection only on client; added comments
for potential future improvements.
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2f747cf614
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@ -317,12 +317,25 @@ void RewindQueue::mergeNetworkData(float world_time, float dt,
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// or if the time is between world_time and world_time+dt (otherwise
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// the message would have been ignored further up), 'rewind' to this new
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// state anyway
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if (tsi->getTime() < world_time ||
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(*i)->isState() && tsi == m_time_step_info.back())
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if (NetworkConfig::get()->isClient())
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{
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*needs_rewind = true;
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if (tsi->getTime() > *rewind_time) *rewind_time = tsi->getTime();
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}
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// We need rewind if we either receive an event in the past
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// (FIXME: maybe we can just ignore this since we will also get
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// a state update??), or receive a state from the current time
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// (i.e. between world_time and world_time+dt). In the latter
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// case we can just 'rewind' to this stage instead of doing a
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// full simulation - though this client should potentially
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// speed up a bit: if it receives a state from the server
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// at the time the client is currently simulating (instead of
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// triggering a rollback) it is not ahead enough of the server
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// which will trigger a time adjustment from the server anyway.
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if (tsi->getTime() < world_time ||
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(*i)->isState() && tsi == m_time_step_info.back())
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{
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*needs_rewind = true;
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if (tsi->getTime() > *rewind_time) *rewind_time = tsi->getTime();
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}
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} // if client
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i = m_network_events.getData().erase(i);
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} // for i in m_network_events
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