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Get rid of unit pathing delay completely #15385

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merged 1 commit into from Jul 26, 2018

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@chrisforbes
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chrisforbes commented Jul 26, 2018

This was a fairly halfbaked idea. Let's get rid of it and then reintroduce a path request throttling system if we need to.

@chrisforbes chrisforbes requested review from pchote , reaperrr and cjshmyr Jul 26, 2018

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cjshmyr left a comment

Tested locally + online, didn't see any regression. Perf graph looked roughly the same spamming infantry scatter/move orders.

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drogoganor commented Jul 26, 2018

Nice one guys

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teinarss commented Jul 26, 2018

Works fine most of the time, getting some lag spikes when moving a large army over a large distance. I do think we should merge this and because it will improve the gameplay a lot (micro). And then add group pathfinding and other improvements that we have talked about.

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pchote commented Jul 26, 2018

A simpler way to avoid those lag spikes would be to keep a counter of "potentially long" pathfinds (e.g. not immediately rejected by the DomainIndex and longer than 10 cells) and have Move wait for a tick if a certain number has been reached in the current tick.

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pchote approved these changes Jul 26, 2018

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I'm not convinced that we aren't going to regret this, but lets give it a go.

@pchote pchote merged commit dcf9320 into OpenRA:bleed Jul 26, 2018

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