In order to be able to assess whether a player has problems, it would be nice if there was a parameter latency.
LuaPlayer
latency :: LuaPlayer [R]
Re: latency :: LuaPlayer [R]
latency is not part of a game state and so implementing that would require server to send inputaction with new values. Most likely not going to be implemented because it would increase amount of non essential data going through network.
Re: latency :: LuaPlayer [R]
Transporting unnecessary data is actually not a good thing. But what about the server side? The server already knows how good the connection is and could include it in the following line.
Code: Select all
ServerMultiplayerManager.cpp:921: updateTick(26146) received stateChanged peerID(2) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)