NetPlay: Add additional comments for host input authority mode
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@ -1452,6 +1452,10 @@ bool NetPlayClient::GetNetPads(const int pad_nb, const bool batching, GCPadStatu
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if (m_host_input_authority && !m_local_player->IsHost())
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if (m_host_input_authority && !m_local_player->IsHost())
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{
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{
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// CoreTiming acts funny and causes what looks like frame skip if
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// we toggle the emulation speed too quickly, so to prevent this
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// we wait until the buffer has been over for at least 1 second.
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const bool buffer_over_target = m_pad_buffer[pad_nb].Size() > m_target_buffer_size + 1;
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const bool buffer_over_target = m_pad_buffer[pad_nb].Size() > m_target_buffer_size + 1;
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if (!buffer_over_target)
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if (!buffer_over_target)
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m_buffer_under_target_last = std::chrono::steady_clock::now();
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m_buffer_under_target_last = std::chrono::steady_clock::now();
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@ -157,6 +157,10 @@ protected:
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Common::Flag m_is_running{false};
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Common::Flag m_is_running{false};
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Common::Flag m_do_loop{true};
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Common::Flag m_do_loop{true};
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// In non-host input authority mode, this is how many packets each client should
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// try to keep in-flight to the other clients. In host input authority mode, this is how
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// many incoming input packets need to be queued up before the client starts
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// speeding up the game to drain the buffer.
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unsigned int m_target_buffer_size = 20;
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unsigned int m_target_buffer_size = 20;
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bool m_host_input_authority = false;
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bool m_host_input_authority = false;
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