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Network latency balancing / Updated player prediction #105
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- Guests can now attempt to match latency with the arbitrator. (net_loadbalance) - Added althud feature to show arbitrator and local latency. (hud_showlag 1 is on for netgames, 2 is always on)
- Added delay times of all players to the scoreboard - Removed balancing from packet-server (tried it, didn't work) - Calculations remove an extra tic to account for possible bias
- Extratic changed to server var, that can be changed at any time (net_extratic) - Added net_extratic 2 which resends all unconfirmed tics - Corrected bad variable typo in delay reporting
- Removed Extratics mode 3 - Fixed a typo
- The netmode is now reported after a guest has received it. - Minor code cleanup
- Allow activation of line teleport specials during prediction - Moved prediction functions to improve uncapped framerates
- Added standard teleports to line prediction - Menudef for line special prediction
- Network balancing shouldn't be run if already too far behind - Don't save network settings - Added net_fakelatency for debug builds
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Added network latency balancing for P2P, which gives everyone the same, but less overall, latency (round trip times are eliminated).
Added althud function that shows arbitrator and local latency.
Added delay times to scoreboard.
Added net_extratic, which can be changed anytime during the game.
Added extratic mode, 2, which always adds all unacknowledged tics. More latency means more tics.
Added networking menu, which includes options for cl_noprediction, cl_predict_specials, net_extratic and net_ticbalance.
Added hud_showlag to althud menu.
Changed Player prediction to process after gametics, before sound (so sound now updates correctly, and only its only processed after gametics, rather then every time d_display is called).
Added partial teleport prediction. (cl_predict_specials)
Fixed netmode reporting for guests.
Fixed network message corruption (numtics could become negative).
Bumped the net version.
Side note: Added net_fakelatency for Debug builds, which adds a buffer both ways for network messages. Will not exist on Release builds, as it has no practical purpose outside of debugging, and in fact can muck things up if used improperly.