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1.14.0+dev not handling MP network updates often enough #3046
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At times when less changes are happening it can catch up to current time again. |
THREE MINUTES??? |
More than 2 at least, somewhere between 2 and 3. |
how does this becomes noticaable exactly? Does the game ide for a long time while other players did already send their moves? How do you know that they already sended their moves? |
I only saw this in lobby, I dont really play games. |
oh ok, i assumed the word 'gamestate' impled that you were talking about an ongoing mp game. |
Looks like the problem is that wesnoth/src/wesnothd_connection.cpp Lines 390 to 392 in f91067f
Thus, if server sends messages faster than the client calls |
Then the obvious solution would be to make mp_lobby::network_handler() call it in the loop. |
The direct cause of current issue was reverted, but that means issue #3004 is now again relevant. |
This reverts commit 5fd833a. It was causing the lobby to lag up to *three minutes* behind current activity due to multiple data packets being queued (see wesnoth#3046). It seems 100 ms was enough to mask this issue.
This reverts commit 5fd833a. It was causing the lobby to lag up to *three minutes* behind current activity due to multiple data packets being queued (see wesnoth#3046). It seems 100 ms was enough to mask this issue. (cherry-picked from commit 6a7bd05)
With 79c9862 local client falls behind in gamestate. Currently with +dev client I am around 3 min behind, based on 1.14.0 client and irc chat log.
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