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feat(network): Send commands directly across the peer mesh - #661
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tintinhamans wants to merge 22 commits into
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…m::openArchiveFile() (TheSuperHackers#3376) (cherry picked from commit 86f2cab)
(cherry picked from commit 5db4f75)
…leSystem, Win32LocalFileSystem (TheSuperHackers#3374) (cherry picked from commit 3f3ed9f)
…ile::getFileInfo(), StdBIGFile::getFileInfo() (TheSuperHackers#3415) (cherry picked from commit b805c12)
…File (TheSuperHackers#3505) Both classes are identical apart from their name and contain no platform specific code. Nothing in them depends on the BIG format either: they open a file from an offset and a size inside the archive file. ArchiveFile takes over their functions and is no longer an abstract class. (cherry picked from commit 52a777a)
…ystem into BIGFileSystem (TheSuperHackers#3505) Both classes are identical apart from their name and go through the local file system for all file access. The one class that remains sits next to ArchiveFileSystem in Core/GameEngine. (cherry picked from commit e4b4d1e)
…e loadBigFilesFromDirectory (TheSuperHackers#3505) loadMods refers to BIG files, which nothing else in ArchiveFileSystem does. It becomes a virtual function that BIGFileSystem implements. loadBigFilesFromDirectory is renamed to loadArchiveFilesFromDirectory, because the base class is not tied to one archive format. (cherry picked from commit f299561)
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…e Zero Hour archives (cherry picked from commit aaea4c1)
…only with verbose logging
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…and forwarded traffic
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Merge after #660.
Every player sent its commands to the packet router only and the router forwarded them, so a command of a non-router player took two hops and the router's upload carried the whole match. The mesh is already fully connected, so the second hop is extra latency and extra load on one machine.
With
send.direct(true) every player sends its commands straight to each peer while every active peer has a direct mesh connection, and the acks come back from each peer.ConnectionManager::isDirectSendActiverechecks the links every 250 ms and logs[DIRECT]when the mode changes. When a connection drops or is not direct, commands fall back to the packet router. A peer that is quitting does not count, and a frame's latency is the slowest peer's round trip.The arrival decides how a command is acked: one that came straight from its author is acked to it, one the router passed on is acked to the router, so peers in different modes still drain each other's acks. If the transport does not say who sent a packet (anticheat transport), the receiver's own mode is used. A peer that stops acking but is not yet removed holds back that frame's latency measurement until it is pruned, so the measured delay can be stale for those seconds.
send.directis the only new key, on by default as in the tester build, and the service can turn it off. No wire change.Tested: builds x86 Release
z_generals. In the 3 player rig (full stack) a forced mixed direct and relay link drained its acks, 0 CRC mismatches, n=1.