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Author Topic: SendTime  (Read 417 times)

Doobie

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SendTime
« on: January 05, 2017, 07:49:07 PM »

"How often the server sends ball positions (in ticks)."

I assume this has been played with at some point, anyone have some insight?
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BlueGoku

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Re: SendTime
« Reply #1 on: January 05, 2017, 08:12:19 PM »

If I remember correctly, that needs to be left alone for lag reasons. I believe we were able to get it as low as possible with negative consequences.
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Goldeye

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Re: SendTime
« Reply #2 on: January 05, 2017, 08:23:35 PM »

It's used here:
https://bitbucket.org/grelminar/asss/src/a2d8cee87bf551fa5c8bf2e384d1bffcf9d7cbde/src/core/balls.c?at=default&fileviewer=file-view-default#balls.c-1158

Looks like our current value is 200.

However, this is basically meaningless: if the ball is being carried, then it always appears on the carrier and so is updated at SendPositionDelay.  If it is moving, then the ball packet does not change, it just says x/y/vx/vy/t for when the ball is fired.  When it is picked up or shot, a ball packet is sent regardless of the timer. 
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Doobie

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Re: SendTime
« Reply #3 on: January 05, 2017, 09:30:20 PM »

The value small started with was 50.

I don't know what pub/rshl is set at.

First time actually looking at ASSS code, will clone soon.

The loop at least will update at a rate of 25 "ticks" by this setting, so the additional packet sent quickly is meaningless?

Guess I really need to dive into when the state of the ball actually gets set.
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Thrill HZ

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Re: SendTime
« Reply #4 on: January 05, 2017, 09:45:27 PM »

This could be a mental thing but I will say when we started playing small I felt like the puck seemed laggier in that arena than the standard arenas. Like I said, could have just been my imagination, but I do remember a couple of other people suggesting something similar as well.
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Fur of Fur

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Re: SendTime
« Reply #5 on: January 06, 2017, 03:35:04 PM »

Side note: having a Look at Ball and seeing how you said it was handled, maybe ( with a risk of lag ) i could modify server side for it to curve...

Friction is a fixed value for x and y right? Which with rounding gives a small curve at end of flight path...

What if the Ball friction values for x and y where determines by the ships momentum on release. I.e of you are flying an agressivo curve and shoot today what is a fade your fade would curve low and then come back up... \___/ ( exaggerated shape )
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Goldeye

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Re: SendTime
« Reply #6 on: January 06, 2017, 03:41:12 PM »

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Doobie

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Re: SendTime
« Reply #7 on: January 06, 2017, 03:47:48 PM »

Access is denied ;)

But yeah I saw the ball curving, not sure where the code sat to accomplish it.  But he basically had Mario Strikers style stuff in HZ, was neat.
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