latency :: LuaPlayer [R]

Things that we aren't going to implement
Post Reply
XaLpHa89
Fast Inserter
Fast Inserter
Posts: 119
Joined: Wed Jan 24, 2018 6:59 am
Contact:

latency :: LuaPlayer [R]

Post by XaLpHa89 »

In order to be able to assess whether a player has problems, it would be nice if there was a parameter latency.

LuaPlayer
latency.png
latency.png (6.68 KiB) Viewed 1174 times

User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 2242
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: latency :: LuaPlayer [R]

Post by boskid »

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.

XaLpHa89
Fast Inserter
Fast Inserter
Posts: 119
Joined: Wed Jan 24, 2018 6:59 am
Contact:

Re: latency :: LuaPlayer [R]

Post by XaLpHa89 »

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)

Post Reply

Return to “Won't implement”