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Synchronization quality testing
Roman edited this page Jul 10, 2020
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1 revision
There are three steps:
- (1) record movements
- (2) playback movements
- (3) verify sync of movements
How it works:
- load savefile in game
- start server
- open
RGL Command line console
- (1) type
coop.record 1
- do some movements on campaign map
- type
coop.stop
- stop server
- load the same savefile in game
- start server
- open rgl-debug-console
- (2) type
coop.play 1
- setup normal speed (key
2
) - main hero party will be moving exactly same as past
- (3) wait while in log shown
[REPLAY] Verifying has finished ...
- view file
\mb2\bin\Win64_Shipping_Client\logs\1-verified.html
in browser or Excel
Column names used in report:
-
timeDiff(ms)
- it is the in-game time interval in ms between related saved and replayed movement events -
skipped
- it is the number of saved movement which did not find a related movement while playback -
newEvents
- it is the number of new movement happend while playback which did not find a related in saved movements -
cols - it is the statistical info about distribution of time intervals calculated as
count(log2(time_diff), column)`
Constant shift in result data no matter. It is important that the spread of values is minimal.
In Excel you may create histogram looks like follow: