pull in project-slippi/Ishiiruka/commit/248c5f95cba06b6496d61cb2743ace915c54d5a0

This commit is contained in:
Nikhil Narayana 2022-05-30 01:29:06 -07:00
commit 83f778800f
4 changed files with 114 additions and 10 deletions

View file

@ -32,6 +32,7 @@
#include "Core/Slippi/SlippiPremadeText.h"
#include "Core/Slippi/SlippiReplayComm.h"
#include "Core/State.h"
#include "VideoCommon/OnScreenDisplay.h"
#define FRAME_INTERVAL 900
#define SLEEP_TIME_MS 8
@ -1548,6 +1549,16 @@ void CEXISlippi::handleOnlineInputs(u8* payload)
isConnectionStalled = false;
stallFrameCount = 0;
// Reset skip variables
framesToSkip = 0;
isCurrentlySkipping = false;
// Reset advance stuff
framesToAdvance = 0;
isCurrentlyAdvancing = false;
fallBehindCounter = 0;
fallFarBehindCounter = 0;
// Reset character selections as they are no longer needed
localSelections.Reset();
if (slippi_netplay)
@ -1619,10 +1630,12 @@ bool CEXISlippi::shouldSkipOnlineFrame(s32 frame)
if (isTimeSyncFrame == 0 && !isCurrentlySkipping)
{
auto offsetUs = slippi_netplay->CalcTimeOffsetUs();
INFO_LOG(SLIPPI_ONLINE, "[Frame %d] Offset is: %d us", frame, offsetUs);
INFO_LOG_FMT(SLIPPI_ONLINE, "[Frame {}] Offset for skip is: {} us", frame, offsetUs);
// TODO: figure out a better solution here for doubles?
if (offsetUs > 10000)
// The decision to skip a frame only happens when we are already pretty far off ahead. The hope
// is that this won't really be used much because the frame advance of the slow client will pick
// up the difference most of the time. But at some point it's probably better to slow down...
if (offsetUs > 26000)
{
isCurrentlySkipping = true;
@ -1650,6 +1663,85 @@ bool CEXISlippi::shouldSkipOnlineFrame(s32 frame)
return false;
}
bool CEXISlippi::shouldAdvanceOnlineFrame(s32 frame)
{
// Return true if we are over 60% of a frame behind our opponent. We limit how often this happens
// to get a reliable average to act on. We will allow advancing up to 5 frames (spread out) over
// the 30 frame period. This makes the game feel relatively smooth still
auto isTimeSyncFrame =
(frame % SLIPPI_ONLINE_LOCKSTEP_INTERVAL) == 0; // Only time sync every 30 frames
if (isTimeSyncFrame)
{
auto offsetUs = slippi_netplay->CalcTimeOffsetUs();
// Dynamically adjust emulation speed in order to fine-tune time sync to reduce one sided
// rollbacks even more
auto maxSpeedDeviation = 0.005f;
auto deviation = (offsetUs / 33366.0f) * maxSpeedDeviation;
if (deviation > maxSpeedDeviation)
deviation = maxSpeedDeviation;
else if (deviation < -maxSpeedDeviation)
deviation = -maxSpeedDeviation;
// If we are behind (negative offset) we want to go above 100% run speed, so we need to subtract
// the deviation value
auto dynamicEmulationSpeed = 1.0f - deviation;
SConfig::GetInstance().m_EmulationSpeed = dynamicEmulationSpeed;
// SConfig::GetInstance().m_EmulationSpeed = 0.97f; // used for testing
INFO_LOG(SLIPPI_ONLINE, "[Frame %d] Offset for advance is: %d us. New speed: %.2f%%", frame,
offsetUs, dynamicEmulationSpeed * 100.0f);
// Count the number of times we're below a threshold we should easily be able to clear. This is
// checked twice per second.
fallBehindCounter += offsetUs < -10000 ? 1 : 0;
fallFarBehindCounter += offsetUs < -25000 ? 1 : 0;
bool isSlow = (offsetUs < -10000 && fallBehindCounter > 50) ||
(offsetUs < -25000 && fallFarBehindCounter > 15);
if (isSlow && lastSearch.mode != SlippiMatchmaking::OnlinePlayMode::TEAMS)
{
// We don't show this message for teams because it seems to false positive a lot there, maybe
// because the min offset is always selected? Idk I feel like doubles has some perf issues I
// don't understand atm.
OSD::AddTypedMessage(
OSD::MessageType::PerformanceWarning,
"Your computer is running slow and is impacting the performance of the match.", 10000,
OSD::Color::RED);
}
if (offsetUs < -10000 && !isCurrentlyAdvancing)
{
isCurrentlyAdvancing = true;
// On early frames, don't advance any frames. Let the stalling logic handle the initial sync
int maxAdvFrames = frame > 120 ? 5 : 0;
framesToAdvance = ((-offsetUs - 10000) / 16683) + 1;
framesToAdvance = framesToAdvance > maxAdvFrames ? maxAdvFrames : framesToAdvance;
WARN_LOG(SLIPPI_ONLINE,
"Advancing on frame %d due to time sync. Offset: %d us. Frames: %d...", frame,
offsetUs, framesToAdvance);
}
}
// Handle the skipped frames
if (framesToAdvance > 0)
{
// Only advance once every 5 frames in an attempt to make the speed up feel smoother
if (frame % 5 != 0)
{
return false;
}
framesToAdvance = framesToAdvance - 1;
return true;
}
isCurrentlyAdvancing = false;
return false;
}
void CEXISlippi::handleSendInputs(u8* payload)
{
if (isConnectionStalled)
@ -1678,6 +1770,8 @@ void CEXISlippi::prepareOpponentInputs(u8* payload)
{
m_read_queue.clear();
int32_t frame = payload[0] << 24 | payload[1] << 16 | payload[2] << 8 | payload[3];
u8 frameResult = 1; // Indicates to continue frame
auto state = slippi_netplay->GetSlippiConnectStatus();
@ -1686,14 +1780,16 @@ void CEXISlippi::prepareOpponentInputs(u8* payload)
{
frameResult = 3; // Indicates we have disconnected
}
else if (shouldAdvanceOnlineFrame(frame))
{
frameResult = 4;
}
m_read_queue.push_back(frameResult); // Indicate a continue frame
u8 remotePlayerCount = matchmaking->RemotePlayerCount();
m_read_queue.push_back(remotePlayerCount); // Indicate the number of remote players
int32_t frame = payload[0] << 24 | payload[1] << 16 | payload[2] << 8 | payload[3];
std::unique_ptr<SlippiRemotePadOutput> results[SLIPPI_REMOTE_PLAYER_MAX];
int offset[SLIPPI_REMOTE_PLAYER_MAX];
INFO_LOG(SLIPPI_ONLINE, "Preparing pad data for frame %d", frame);

View file

@ -182,6 +182,7 @@ private:
void prepareOnlineMatchState();
void setMatchSelections(u8* payload);
bool shouldSkipOnlineFrame(s32 frame);
bool shouldAdvanceOnlineFrame(s32 frame);
void handleLogInRequest();
void handleLogOutRequest();
void handleUpdateAppRequest();
@ -254,6 +255,12 @@ private:
int framesToSkip = 0;
bool isCurrentlySkipping = false;
// Frame advancing variables
int framesToAdvance = 0;
bool isCurrentlyAdvancing = false;
int fallBehindCounter = 0;
int fallFarBehindCounter = 0;
protected:
void TransferByte(u8& byte) override;

View file

@ -1200,7 +1200,7 @@ int32_t SlippiNetplayClient::GetSlippiLatestRemoteFrame()
return lowestFrame;
}
// return the largest time offset among all remote players
// return the smallest time offset among all remote players
s32 SlippiNetplayClient::CalcTimeOffsetUs()
{
bool empty = true;
@ -1250,12 +1250,12 @@ s32 SlippiNetplayClient::CalcTimeOffsetUs()
offsets.push_back(result);
}
s32 maxOffset = offsets.front();
s32 minOffset = offsets.front();
for (int i = 1; i < offsets.size(); i++)
{
if (offsets[i] > maxOffset)
maxOffset = offsets[i];
if (offsets[i] < minOffset)
minOffset = offsets[i];
}
return maxOffset;
return minOffset;
}

View file

@ -15,6 +15,7 @@ enum class MessageType
{
NetPlayPing,
NetPlayBuffer,
PerformanceWarning,
// This entry must be kept last so that persistent typed messages are
// displayed before other messages