Single and Multiplayer Latency adaptation
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)
Milestone: |
Unclassified → OS Alpha 2
|
Milestone: |
OS Alpha 2 → OS Alpha 3
|
Priority: |
major → critical
|
Summary: |
Latency adaptation → Single and Multiplayer Latency adaptation
|
Milestone: |
Alpha 3 → Alpha 4
|
Resolution: |
→ duplicate
|
Status: |
new → closed
|
(to be taken care of in the larger work of #69 now)