UserInterface: poll the network stream on the 60 Hz update clock
40250 runs CPythonApplication::Process every 16/17 ms and only skips the render when late, so GamePhase gets its three-packets-a-poll budget 60 times a second. The host polled once per rendered frame: at 30 fps idle (or a slow phone) mob move packets queued behind character add/del bursts for up to a second and mobs stopped, then jumped. Poll once per elapsed 60 Hz tick. Real-server A/B: move push gap p50 138-178 -> 70-92 ms, p90 580-785 -> 358-403 ms. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
parent
3aa4c482e9
commit
8ec8f1a445
@@ -330,7 +330,23 @@ bool CPythonApplication::Process()
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// Network I/O
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{
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MtPerf::CScope kPerf(MtPerf::SECTION_NETWORK);
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CPythonNetworkStream::Instance().Process();
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// PORT: 40250 runs Process() on its 60 Hz update clock and only skips the render pass when late
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// (s_bFrameSkip), so the stream is polled every 16 ms whatever the render rate, and GamePhase
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// handles three packets a poll while less than 8 KB is pending. The host runs one Process() per
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// rendered frame (30 fps when idle, less on a busy phone), which halves that budget or worse: the
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// character add/del bursts of a mob field hold the move packets back for up to a second and the
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// mobs stop, then jump. Poll once per elapsed 60 Hz tick, as 40250 does.
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{
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static DWORD s_dwNextNetworkPoll = 0;
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const DWORD dwNow = ELTimer_GetMSec();
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if (!s_dwNextNetworkPoll || int(dwNow - s_dwNextNetworkPoll) > 500)
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s_dwNextNetworkPoll = dwNow;
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do
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{
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CPythonNetworkStream::Instance().Process();
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s_dwNextNetworkPoll += 16 + (s_dwNextNetworkPoll & 1);
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} while (int(dwNow - s_dwNextNetworkPoll) >= 0);
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}
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// PORT: m_kGuildMarkUploader/m_kGuildMarkDownloader.Process() follow here in 40250; the guild mark
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// transfer is not ported yet (GuildMarkDownloader.cpp/GuildMarkUploader.cpp).
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CAccountConnector::Instance().Process();
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