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latency :: LuaPlayer [R]

Posted: Thu Feb 27, 2020 7:08 am
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 1343 times

Re: latency :: LuaPlayer [R]

Posted: Thu Feb 27, 2020 8:49 am
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.

Re: latency :: LuaPlayer [R]

Posted: Thu Feb 27, 2020 9:20 am
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)