Opened 14 years ago

Closed 13 years ago

#604 closed task (duplicate)

Single and Multiplayer Latency adaptation

Reported by: Philip Taylor Owned by:
Priority: Must Have Milestone: Alpha 4
Component: Core engine Keywords:
Cc: Patch:

Description

Currently the networking code is hard-coded to a 200ms turn length, with commands scheduled for execution 2 turns ahead. This causes jerky motion if the RTT for any player is >200ms.

We ought to do some combination of dynamically adjusting the turn length (which allows fine-tuning and reduces simulation CPU load, but large values will result in very variable responsiveness depending on whether the player clicks near the start or end of a turn), and dynamically adjusting the number of turns ahead (which allows more consistent responsiveness, but is a coarse adjustment).

Change History (6)

comment:1 by Kieran P, 14 years ago

Milestone: UnclassifiedOS Alpha 2

comment:2 by Kieran P, 14 years ago

Milestone: OS Alpha 2OS Alpha 3

comment:3 by Kieran P, 14 years ago

Priority: majorcritical

comment:4 by Kieran P, 14 years ago

Summary: Latency adaptationSingle and Multiplayer Latency adaptation

comment:5 by Kieran P, 14 years ago

Milestone: Alpha 3Alpha 4

comment:6 by Kieran P, 13 years ago

Resolution: duplicate
Status: newclosed

(to be taken care of in the larger work of #69 now)

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