introduction of a zero lag mode when pilots are synched in time, eg using ntp.
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parent
1a7783c358
commit
db295a9afc
2 changed files with 77 additions and 43 deletions
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@ -50,6 +50,12 @@ FGAIMultiplayer::FGAIMultiplayer() :
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lastUpdateTime = 0;
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playerLag = 0.03;
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compensateLag = 1;
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realTime = false;
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lastTime=0.0;
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lagPpsAveraged = 1.0;
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rawLag = 0.0;
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rawLagMod = 0.0;
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lagModAveraged = 0.0;
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_searchOrder = PREFER_DATA;
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}
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@ -152,10 +158,27 @@ void FGAIMultiplayer::update(double dt)
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// requested time to the most recent available packet. This is the
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// target we want to reach in average.
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double lag = it->second.lag;
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rawLag = curentPkgTime - curtime;
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realTime = false; //default behaviour
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if (!mTimeOffsetSet) {
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mTimeOffsetSet = true;
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mTimeOffset = curentPkgTime - curtime - lag;
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lastTime = curentPkgTime;
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lagModAveraged = remainder((curentPkgTime - curtime), 3600.0);
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props->setDoubleValue("lag/pps-averaged", lagPpsAveraged);
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props->setDoubleValue("lag/lag-mod-averaged", lagModAveraged);
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} else {
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if ((curentPkgTime - lastTime) != 0) {
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lagPpsAveraged = 0.99 * lagPpsAveraged + 0.01 * fabs( 1 / (lastTime - curentPkgTime));
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lastTime = curentPkgTime;
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rawLagMod = remainder(rawLag, 3600.0);
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lagModAveraged = lagModAveraged *0.99 + 0.01 * rawLagMod;
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props->setDoubleValue("lag/pps-averaged", lagPpsAveraged);
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props->setDoubleValue("lag/lag-mod-averaged", lagModAveraged);
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}
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double offset = 0.0;
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//spectator mode, more late to be in the interpolation zone
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@ -166,8 +189,15 @@ void FGAIMultiplayer::update(double dt)
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// using the prediction mode to display the mpaircraft in the futur/past with given playerlag value
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//currently compensatelag = 2
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} else if (fabs(lagModAveraged) < 0.3) {
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mTimeOffset = (round(rawLag/3600))*3600; //real time mode if close enough
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realTime = true;
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} else { offset = curentPkgTime - curtime + 0.48*lag + playerLag;
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}
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if (!realTime) {
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if ((!mAllowExtrapolation && offset + lag < mTimeOffset)
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|| (offset - 10 > mTimeOffset)) {
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mTimeOffset = offset;
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@ -181,7 +211,6 @@ void FGAIMultiplayer::update(double dt)
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// arriving packets will pessimize the overall lag much more than
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// early packets will shorten the overall lag
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double sysSpeed;
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//trying to slow the rudderlag phenomenon thus using more the prediction system
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//if we are off by less than 1.5s, do a little correction, and bigger step above 1.5s
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if (fabs(err) < 1.5) {
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@ -217,7 +246,7 @@ void FGAIMultiplayer::update(double dt)
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<< fabs(norm(it->second.linearVel)*systemIncrement));
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}
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}
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}
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// Compute the time in the feeders time scale which fits the current time
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// we need to
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@ -227,9 +256,10 @@ void FGAIMultiplayer::update(double dt)
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SGQuatf ecOrient;
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SGVec3f ecLinearVel;
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if (tInterp <= curentPkgTime) {
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if (tInterp < curentPkgTime) {
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// Ok, we need a time prevous to the last available packet,
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// that is good ...
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// the case tInterp = curentPkgTime need to be in the interpolation, to avoid a bug zeroing the position
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// Find the first packet before the target time
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MotionInfo::iterator nextIt = mMotionInfo.upper_bound(tInterp);
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@ -86,11 +86,15 @@ private:
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typedef std::map<unsigned, SGSharedPtr<SGPropertyNode> > PropertyMap;
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PropertyMap mPropertyMap;
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double mTimeOffset;
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bool mTimeOffsetSet;
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double playerLag;
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bool realTime;
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int compensateLag;
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double playerLag;
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double mTimeOffset;
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double lastUpdateTime;
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double lastTime;
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double lagPpsAveraged;
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double rawLag, rawLagMod, lagModAveraged;
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/// Properties which are for now exposed for testing
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bool mAllowExtrapolation;
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