Offline ping System #157

Merged
alufolie91 merged 16 commits from gentlemens into Saturn-Next 2025-03-05 10:53:10 +01:00
9 changed files with 276 additions and 78 deletions

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+145 -13
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@@ -103,6 +103,30 @@ static tic_t freezetimeout[MAXNETNODES]; // Until when can this node freeze the
UINT16 pingmeasurecount = 1;
UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone.
UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values.
#define GENTLEMANSMOOTHING (TICRATE)
static tic_t reference_lag;
static UINT8 spike_time;
tic_t lowest_lag;
tic_t simulated_lag; // just for ping readout without netticbuffer added
boolean server_lagless;
static void Lagless_OnChange(void)
{
/* don't back out of dishonesty, or go lagless after playing honestly */
if (cv_lagless.value && gamestate == GS_LEVEL)
server_lagless = true;
/*if (cv_lagless.value)
HU_AddChatText(M_GetText("\x82*Gentlemans Delay has been disabled for Serverplayer."), false);
else
HU_AddChatText(M_GetText("\x82*Gentlemans Delay will be enabled for Serverplayer."), false);*/
}
static CV_PossibleValue_t mindelay_cons_t[] = {{0, "MIN"}, {30, "MAX"}, {0, NULL}};
consvar_t cv_mindelay = {"mindelay", "0", CV_SAVE, mindelay_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_lagless = {"serverlagless", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, Lagless_OnChange, 0, NULL, NULL, 0, 0, NULL}; // this should be a netvar Zzz...
SINT8 nodetoplayer[MAXNETNODES];
SINT8 nodetoplayer2[MAXNETNODES]; // say the numplayer for this node if any (splitscreen)
SINT8 nodetoplayer3[MAXNETNODES]; // say the numplayer for this node if any (splitscreen == 2)
@@ -140,7 +164,7 @@ static UINT8 gamestate_resend_counter[MAXNETNODES];
boolean hu_stopped = false;
// Client specific
static ticcmd_t localcmds[MAXSPLITSCREENPLAYERS];
static ticcmd_t localcmds[MAXSPLITSCREENPLAYERS][MAXGENTLEMENDELAY];
static boolean cl_packetmissed;
// here it is for the secondary local player (splitscreen)
static UINT8 mynode; // my address pointofview server
@@ -500,10 +524,15 @@ static void D_Clearticcmd(tic_t tic)
void D_ResetTiccmds(void)
{
INT32 i;
INT32 i, j;
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
memset(&localcmds[i], 0, sizeof(ticcmd_t));
{
for (j = 0; j < MAXGENTLEMENDELAY; j++)
{
memset(&localcmds[i][j], 0, sizeof(ticcmd_t));
}
}
// Reset the net command list
for (i = 0; i < TEXTCMD_HASH_SIZE; i++)
@@ -6069,27 +6098,78 @@ static void CL_SendClientCmd(void)
}
else if (gamestate != GS_NULL)
{
UINT8 lagDelay = 0;
if (lowest_lag > 0)
{
// Gentlemens' ping.
lagDelay = min(lowest_lag, MAXGENTLEMENDELAY);
// Is our connection worse than our current gentleman point?
// Make sure it stays that way for a bit before increasing delay levels.
if (lagDelay > reference_lag)
{
spike_time++;
if (spike_time >= GENTLEMANSMOOTHING)
{
// Okay, this is genuinely the new baseline delay.
reference_lag = lagDelay;
spike_time = 0;
}
else
{
// Just a temporary fluctuation, ignore it.
lagDelay = reference_lag;
}
}
else
{
reference_lag = lagDelay; // Adjust quickly if the connection improves.
spike_time = 0;
}
/*
if (server) // Clients have to wait for the gamestate to make it back. Servers don't!
lagDelay *= 2; // Simulate the HELLFUCK NIGHTMARE of a complete round trip.
*/
// [deep breath in]
// Plausible, elegant explanation that is WRONG AND SUPER HARMFUL.
// Clients with stable connections were adding their mindelay to network delay,
// even when their mindelay was as high or higher than network delay—which made
// client delay APPEAR slower than host mindelay, by the exact value that made
// "lmao just double it" make sense at the time.
//
// While this fix made client connections match server mindelay in our most common
// test environment, it also masked an issue that seriously affected online handling
// responsiveness, completely ruining our opportunity to further investigate it!
//
// See UpdatePingTable.
// I am taking this shitty code to my grave as an example of "never trust your brain".
// -Tyron 2024-05-15
}
packetsize = sizeof (clientcmd_pak);
G_MoveTiccmd(&netbuffer->u.clientpak.cmd, &localcmds[0], 1);
netbuffer->u.clientpak.consistancy = SHORT(consistancy[gametic%TICQUEUE]);
G_MoveTiccmd(&netbuffer->u.clientpak.cmd, &localcmds[0][lagDelay], 1);
netbuffer->u.clientpak.consistancy = SHORT(consistancy[gametic % TICQUEUE]);
if (splitscreen || botingame) // Send a special packet with 2 cmd for splitscreen
{
netbuffer->packettype = (mis ? PT_CLIENT2MIS : PT_CLIENT2CMD);
packetsize = sizeof (client2cmd_pak);
G_MoveTiccmd(&netbuffer->u.client2pak.cmd2, &localcmds[1], 1);
G_MoveTiccmd(&netbuffer->u.client2pak.cmd2, &localcmds[1][lagDelay], 1);
if (splitscreen > 1)
{
netbuffer->packettype = (mis ? PT_CLIENT3MIS : PT_CLIENT3CMD);
packetsize = sizeof (client3cmd_pak);
G_MoveTiccmd(&netbuffer->u.client3pak.cmd3, &localcmds[2], 1);
G_MoveTiccmd(&netbuffer->u.client3pak.cmd3, &localcmds[2][lagDelay], 1);
if (splitscreen > 2)
{
netbuffer->packettype = (mis ? PT_CLIENT4MIS : PT_CLIENT4CMD);
packetsize = sizeof (client4cmd_pak);
G_MoveTiccmd(&netbuffer->u.client4pak.cmd4, &localcmds[3], 1);
G_MoveTiccmd(&netbuffer->u.client4pak.cmd4, &localcmds[3][lagDelay], 1);
}
}
}
@@ -6265,8 +6345,15 @@ static void SV_SendTics(void)
//
static inline void CreateNewLocalCMD(UINT8 p, INT32 realtics)
{
G_BuildTiccmd(&localcmds[p], realtics, p+1);
localcmds[p].angleturn |= TICCMD_RECEIVED;
INT32 i;
for (i = MAXGENTLEMENDELAY-1; i > 0; i--)
{
G_MoveTiccmd(&localcmds[p][i], &localcmds[p][i-1], 1);
}
G_BuildTiccmd(&localcmds[p][0], realtics, p+1);
localcmds[p][0].angleturn |= TICCMD_RECEIVED;
}
static void Local_Maketic(INT32 realtics)
@@ -6278,8 +6365,8 @@ static void Local_Maketic(INT32 realtics)
// game responder calls HU_Responder, AM_Responder, F_Responder,
// and G_MapEventsToControls
if (!dedicated) rendergametic = gametic;
// translate inputs (keyboard/mouse/joystick) into game controls
// translate inputs (keyboard/mouse/joystick) into game controls
for (i = 0; i <= splitscreen; i++)
{
CreateNewLocalCMD(i, realtics);
@@ -6568,17 +6655,62 @@ static tic_t gametime = 0;
static void UpdatePingTable(void)
{
tic_t fastest;
tic_t lag;
INT32 i;
if (server)
{
if (netgame && !(gametime % 35)) // update once per second.
if (Playing() && !(gametime % 8)) // Value chosen based on _my vibes man_
PingUpdate();
fastest = 0;
// update node latency values so we can take an average later.
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && playernode[i] != UINT8_MAX)
{
if (playeringame[i] && playernode[i] > 0 && playernode[i] != UINT8_MAX)
{
realpingtable[i] += GetLag(playernode[i]);
if (!server_lagless && !players[i].spectator)
{
lag = playerpingtable[i];
if (! fastest || lag < fastest)
fastest = lag;
}
}
}
if (server_lagless)
lowest_lag = 0;
else
lowest_lag = fastest;
// Don't gentleman below your mindelay
if (lowest_lag < (tic_t)cv_mindelay.value)
lowest_lag = (tic_t)cv_mindelay.value;
simulated_lag = lowest_lag;
pingmeasurecount++;
}
else // We're a client, handle mindelay on the way out.
{
// Previously (neededtic - gametic) - WRONG VALUE!
// Pretty sure that's measuring jitter, not RTT.
// Stable connections would be punished by adding their mindelay to network delay!
tic_t mydelay = playerpingtable[consoleplayer];
if (mydelay < (tic_t)cv_mindelay.value)
{
lowest_lag = ((tic_t)cv_mindelay.value - mydelay);
simulated_lag = (tic_t)cv_mindelay.value;
}
else
lowest_lag = simulated_lag = 0;
}
}
#ifdef HOLEPUNCH
+14
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@@ -41,6 +41,15 @@ applications may follow different packet versions.
#define BACKUPTICS 32
#define TICQUEUE 512 // more than enough for most timeouts....
#define MAXTEXTCMD 256
// No. of tics your controls can be delayed by.
// TODO: Instead of storing a ton of extra cmds for gentlemens' delay,
// keep them in a linked-list, with timestamps to discard everything that's older than already sent.
// That will support any amount of lag, and be less wasteful for clients who don't use it.
// This just works as a quick implementation.
#define MAXGENTLEMENDELAY TICRATE
//
// Packet structure
//
@@ -576,6 +585,11 @@ extern UINT32 realpingtable[MAXPLAYERS];
extern UINT32 playerpingtable[MAXPLAYERS];
extern tic_t servermaxping;
extern boolean server_lagless;
extern tic_t simulated_lag;
extern tic_t lowest_lag;
extern consvar_t cv_mindelay, cv_lagless;
extern consvar_t
#ifdef VANILLAJOINNEXTROUND
cv_joinnextround,
+2
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@@ -919,6 +919,8 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_rollingdemos);
CV_RegisterVar(&cv_netstat);
CV_RegisterVar(&cv_netticbuffer);
CV_RegisterVar(&cv_mindelay);
CV_RegisterVar(&cv_lagless);
#ifdef NETGAME_DEVMODE
CV_RegisterVar(&cv_fishcake);
+2
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@@ -1261,6 +1261,8 @@ static void G_DoLoadLevel(boolean resetplayer)
// clear hud messages remains (usually from game startup)
CON_ClearHUD();
server_lagless = cv_lagless.value;
G_ResetAllDeviceRumbles();
}
+98 -54
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@@ -1154,7 +1154,7 @@ void HU_Ticker(void)
|| hu_redownloadinggamestate
#endif
)
resynch_ticker++; //tic tic tic tic tic
resynch_ticker++; //tic tic tic tic tic
HU_TickSongCredits();
}
@@ -2356,92 +2356,134 @@ Ping_gfx_num (int lag)
return 4;
}
static int
Ping_gfx_color (int lag)
{
if (lag < 2)
return SKINCOLOR_JAWZ;
else if (lag < 4)
return SKINCOLOR_MINT;
else if (lag < 7)
return SKINCOLOR_GOLD;
else if (lag < 10)
return SKINCOLOR_RED;
else
return SKINCOLOR_WHITE; // SKINCOLOR_MAGENTA
}
static const UINT8 *
Ping_gfx_colormap (UINT32 lag, boolean gentleman)
{
UINT8 *colormap = NULL;
if (K_UseColorHud())
colormap = R_GetTranslationColormap(TC_RAINBOW, Ping_gfx_color(lag), GTC_CACHE);
if (servermaxping && lag > servermaxping && hu_tick < 4)
{
// flash ping red if too high
colormap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_RASPBERRY, GTC_CACHE);
}
return colormap;
}
static UINT32
Ping_conversion (UINT32 lag)
{
if (cv_pingmeasurement.value)
{
lag = (INT32)(lag * (1000.00f / TICRATE));
}
return lag;
}
//
// HU_drawPing
//
void HU_drawPing(INT32 x, INT32 y, UINT32 lag, INT32 flags)
void HU_drawPlayerPing(INT32 x, INT32 y, INT32 pnum, INT32 flags)
{
UINT8 *colormap = NULL;
INT32 measureid = cv_pingmeasurement.value ? 1 : 0;
INT32 gfxnum; // gfx to draw
//SRB2/Kart v1.0 style
UINT8 numbars = 0; // how many ping bars do we draw?
UINT8 barcolor = 31; // color we use for the bars (green, yellow, red or black)
SINT8 i = 0;
SINT8 yoffset = 6;
//INT32 dx;
gfxnum = Ping_gfx_num(lag);
if (!cv_pingstyle.value)
UINT32 lag = playerpingtable[pnum];
const boolean gentleman = (cv_mindelay.value && (lag < (tic_t)simulated_lag));
if (gentleman)
{
lag = simulated_lag;
}
if (cv_pingstyle.value == 0) // kart
{
gfxnum = Ping_gfx_num(lag);
if (measureid == 1)
V_DrawScaledPatch(x+11 - pingmeasure[measureid]->width, y+9, flags, pingmeasure[measureid]);
if (cv_pingicon.value)
V_DrawScaledPatch(x+2, y, flags, pinggfx[gfxnum]);
if (servermaxping && lag > servermaxping && hu_tick < 4)
colormap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_RASPBERRY, GTC_CACHE); // flash ping red if too high
if (cv_pingmeasurement.value)
lag = (INT32)(lag * (1000.00f / TICRATE));
x = V_DrawPingNum(x + (measureid == 1 ? 11 - pingmeasure[measureid]->width : 10), y+9, flags, lag, colormap);
x = V_DrawPingNum(x + (measureid == 1 ? 11 - pingmeasure[measureid]->width : 10), y+9, flags, Ping_conversion(lag), Ping_gfx_colormap(lag, gentleman));
if (measureid == 0)
V_DrawScaledPatch(x+1 - pingmeasure[measureid]->width, y+9, flags, pingmeasure[measureid]);
V_DrawScaledPatch(x+1 - pingmeasure[measureid]->width, y+9, flags, pingmeasure[measureid]);
}
else if (cv_pingstyle.value) // old style ping
else if (cv_pingstyle.value == 1) // old style ping
{
if (cv_pingicon.value)
{
if (lag < 4)
{
numbars = 3;
barcolor = 184;
}
else if (lag < 7)
{
numbars = 2; // Apparently ternaries w/ multiple statements don't look good in C so I decided against it.
barcolor = 103;
}
else if (lag < 10)
{
numbars = 1;
barcolor = 155; // need a better red
}
else // brazil
{
numbars = 0;
barcolor = 31;
}
}
if (cv_pingmeasurement.value)
lag = (INT32)(lag * (1000.00f / TICRATE));
if (vid.width >= 640) // how sad, we're using a shit resolution.
{
if (measureid == 1)
{
//dx = x+1 - (V_SmallStringWidth(va("%dms", lag), V_ALLOWLOWERCASE|flags)/2);
//V_DrawSmallString(dx, y+4, V_ALLOWLOWERCASE|flags, va("%dms", lag));
V_DrawRightAlignedSmallString(x+12, y+13, V_ALLOWLOWERCASE|flags, va("%dms", lag));
V_DrawRightAlignedSmallString(x+12, y+13, V_ALLOWLOWERCASE|flags, va("%dms", Ping_conversion(lag)));
}
else if (measureid == 0)
{
//dx = x+1 - (V_SmallStringWidth(va("d%d", lag), flags)/2);
//V_DrawSmallString(dx, y+4, flags, va("d%d", lag));
V_DrawRightAlignedSmallString(x+12, y+13, flags, va("d%d", lag));
V_DrawRightAlignedSmallString(x+12, y+13, flags, va("d%d", Ping_conversion(lag)));
}
}
if (cv_pingicon.value)
{
for (i=0; (i<3); i++) // Draw the ping bar
{
switch (lag)
{
case 0 ... 1:
numbars = 3;
barcolor = 215; // Blue
break;
case 2 ... 3:
numbars = 3;
barcolor = 184; // Green
break;
case 4 ... 6:
numbars = 2; // Apparently ternaries w/ multiple statements don't look good in C so I decided against it.
barcolor = 103; // Yellow
break;
case 7 ... 9:
numbars = 1;
barcolor = 155; // Red
break;
default: // Brazil
numbars = 0;
barcolor = 31; // black
break;
}
if (gentleman)
{
barcolor = 194; // make it purplish
// bars get indirectly set earlier
}
for (i = 0; (i < 3); i++) // Draw the ping bar
{
V_DrawFill(x+2 *(i-1)+7, y+8+yoffset-4, 2, 8-yoffset, 31|flags);
if (i < numbars)
@@ -2535,8 +2577,10 @@ static inline void HU_DrawSpectatorTicker(void)
}
}
if (netgame && i != serverplayer)
HU_drawPing((templength - duptweak)+8, height-20, playerpingtable[i], V_TRANSLUCENT);
if ((netgame && i != serverplayer) || (cv_mindelay.value && P_IsLocalPlayer(&players[i])))
{
HU_drawPlayerPing((templength - duptweak)+8, height-20, i, V_TRANSLUCENT);
}
}
if ((length += len) >= dupadjust+8)
+1 -1
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@@ -119,7 +119,7 @@ void HU_Drawer(void);
char HU_dequeueChatChar(void);
void HU_Erase(void);
void HU_clearChatChars(void);
void HU_drawPing(INT32 x, INT32 y, UINT32 ping, INT32 flags); // Lat': Ping drawer for scoreboard.
void HU_drawPlayerPing(INT32 x, INT32 y, INT32 pnum, INT32 flags); // Lat': Ping drawer for scoreboard.
//void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer);
//void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer);
void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer, INT32 hilicol);
+4 -3
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@@ -9122,9 +9122,10 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
if (players[tab[i].num].spectator || !players[tab[i].num].mo)
continue; //ignore them.
if (netgame // don't draw it offline
&& tab[i].num != serverplayer)
HU_drawPing(x + ((i < 8) ? -17 : rightoffset + 11), y-4, playerpingtable[tab[i].num], 0);
if ((netgame && tab[i].num != serverplayer) || (cv_mindelay.value && P_IsLocalPlayer(&players[tab[i].num])))
{
HU_drawPlayerPing(x + ((i < 8) ? -17 : rightoffset + 11), y-4, tab[i].num, 0);
}
STRBUFCPY(strtime, tab[i].name);
+3 -3
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@@ -515,13 +515,13 @@ void SCR_DisplayTicRate(void)
void SCR_DisplayLocalPing(void)
{
UINT32 ping = playerpingtable[consoleplayer]; // consoleplayer's ping is everyone's ping in a splitnetgame :P
UINT32 ping = playerpingtable[consoleplayer];
INT32 pingflags = V_LocalTransFlag()|V_SNAPTOBOTTOM|V_SNAPTORIGHT;
if (cv_showping.value == 1 || (cv_showping.value == 2 && ping > servermaxping)) // only show 2 (warning) if our ping is at a bad level
{
INT32 dispy = (cv_ticrate.value == 1) ? 165 : ((cv_ticrate.value == 2 || cv_ticrate.value == 4) ? 172 : ((cv_ticrate.value == 3) ? 163 : 181)); // absolute buttpain
HU_drawPing(308, dispy, ping, pingflags);
HU_drawPlayerPing(308, dispy, consoleplayer, pingflags); // consoleplayer's ping is everyone's ping in a splitnetgame :P
}
}
+7 -4
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@@ -1472,11 +1472,14 @@ void I_FinishUpdate(void)
if (I_SkipFrame())
return;
if (cv_ticrate.value && st_overlay)
SCR_DisplayTicRate();
if (st_overlay)
{
if (cv_ticrate.value)
SCR_DisplayTicRate();
if (cv_showping.value && netgame && consoleplayer != serverplayer && st_overlay)
SCR_DisplayLocalPing();
if (cv_showping.value && ((netgame && consoleplayer != serverplayer) || (simulated_lag != 0 && consoleplayer == serverplayer && Playing())))
SCR_DisplayLocalPing();
}
#ifdef HAVE_DISCORDRPC
if (discordRequestList != NULL)