Netcode Overhaul
Rewrote netcode to be more stable and functional. Packet-server mode has been restrategized and will now be the default netmode when playing with 3+ non-LAN players. TryRunTics has been cleaned up with older tick control behavior removed to account for the rewritten renderer. The main thread is now more consistent when playing online to prevent potential slow downs and lock ups. Load barriers are better accounted for to prevent spikes on level transition. Improvements to chat and lobby systems including a force start game button. Added a suite of new host options such as kicking and controlling who can pause the game. Max players increased from 8 to 16 since the new code can now handle it. Note: Demo functionality is untested. This will be rewritten at a later time alongside improvements to GZDoom's playback features (e.g. freecam mode).
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45 changed files with 3119 additions and 2669 deletions
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@ -1560,13 +1560,28 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, WorldDone)
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return 0;
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}
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//==========================================================================
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//
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// Started the game loaded into a map from the console. Run at least one tic
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// so it can properly render out in net games.
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//
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//==========================================================================
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void G_DoMapWarp()
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{
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gameaction = ga_nothing;
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Net_ResetCommands(true);
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Net_SetWaiting();
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void G_DoWorldDone (void)
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{
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{
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Net_ResetCommands(true);
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gamestate = GS_LEVEL;
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if (nextlevel.IsEmpty())
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{
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@ -1578,6 +1593,7 @@ void G_DoWorldDone (void)
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G_DoLoadLevel (nextlevel, startpos, true, false);
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gameaction = ga_nothing;
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viewactive = true;
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Net_SetWaiting();
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}
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//==========================================================================
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