newnet: Fix maximum latency calculation, don't return 1 second unconditionally.

master
Cyp 2010-07-29 23:25:57 +02:00
parent 32241ef77b
commit ea690beab7
1 changed files with 4 additions and 4 deletions

View File

@ -172,7 +172,7 @@ void gameTimeUpdate()
baseTime = currTime;
timeOffset = graphicsTime;
debug(LOG_NEVER, "Waiting for other players. gameTime = %u, player times are {%u, %u, %u, %u, %u, %u, %u, %u}", gameTime, gameQueueTime[0], gameQueueTime[1], gameQueueTime[2], gameQueueTime[3], gameQueueTime[4], gameQueueTime[5], gameQueueTime[6], gameQueueTime[7]);
debug(LOG_SYNC, "Waiting for other players. gameTime = %u, player times are {%u, %u, %u, %u, %u, %u, %u, %u}", gameTime, gameQueueTime[0], gameQueueTime[1], gameQueueTime[2], gameQueueTime[3], gameQueueTime[4], gameQueueTime[5], gameQueueTime[6], gameQueueTime[7]);
mayUpdate = false;
NET_PlayerConnectionStatus |= CONNECTIONSTATUS_WAITING_FOR_PLAYER;
@ -319,7 +319,7 @@ void getTimeComponents(UDWORD time, UDWORD *hours, UDWORD *minutes, UDWORD *seco
static void updateLatency()
{
uint16_t minWantedLatency = UINT16_MAX;
uint16_t maxWantedLatency = 0;
unsigned player;
uint16_t prevDiscreteChosenLatency = discreteChosenLatency;
@ -329,11 +329,11 @@ static void updateLatency()
if (!NetPlay.players[player].kick) // .kick: Don't wait for dropped players.
{
//minWantedLatency = MIN(minWantedLatency, wantedLatencies[player]); // Minimum, so the clients don't increase the latency to try to make one slow computer run faster.
minWantedLatency = MAX(minWantedLatency, wantedLatencies[player]); // Maximum, since the host experiences lower latency than everyone else.
maxWantedLatency = MAX(maxWantedLatency, wantedLatencies[player]); // Maximum, since the host experiences lower latency than everyone else.
}
}
// Adjust the agreed latency. (Can maximum decrease by 15ms or increase by 30ms per update.
chosenLatency = chosenLatency + clip(minWantedLatency - chosenLatency, -15, 30);
chosenLatency = chosenLatency + clip(maxWantedLatency - chosenLatency, -15, 30);
// Round the chosen latency to an integer number of updates, up to 10.
discreteChosenLatency = clip((chosenLatency + GAME_TICKS_PER_UPDATE/2)/GAME_TICKS_PER_UPDATE*GAME_TICKS_PER_UPDATE, GAME_TICKS_PER_UPDATE, GAME_TICKS_PER_UPDATE*GAME_UPDATES_PER_SEC);
if (prevDiscreteChosenLatency != discreteChosenLatency)