Lag Compensation: Difference between revisions

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{{tip|In [[Left 4 Dead 2]], [[prop_physics]] can lag compensated. Do this sparingly!}}
{{tip|In [[Left 4 Dead 2]], [[prop_physics]] can lag compensated. Do this sparingly!}}


== Implementation ==
== Invocation ==


Simply wrap whatever code you want lag compensated within two calls to the <code>lagcompensation</code> object:
Simply wrap whatever code you want lag compensated within two calls to the <code>lagcompensation</code> object:
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Time will be wound back on the call to <code>StartLagCompensation()</code>, and wound forward again on the call to <code>FinishLagCompensation()</code>.
Time will be wound back on the call to <code>StartLagCompensation()</code>, and wound forward again on the call to <code>FinishLagCompensation()</code>.
== Implementation ==
{{todo}}


== See also ==
== See also ==

Revision as of 07:22, 14 February 2010

You may be looking for Yahn Bernier's 2001 paper on game engine networking.
Historic client hitboxes (red) versus rewound server hitboxes (blue).

Lag compensation is the notion of the server calculating as best it can when a usercmd was sent, and rewinding time to that point when processing it. In combination with prediction, lag compensation can help to combat network latency to the point of almost eliminating it.

By default only players are rewound. For a more detailed explanation, see Source Multiplayer Networking.

Note.pngNote:CBasePlayer does not use lag compensation; it must be implemented by a derived class. Valve's networked player classes do this already.
Tip.pngTip:In Left 4 Dead 2, prop_physics can lag compensated. Do this sparingly!

Invocation

Simply wrap whatever code you want lag compensated within two calls to the lagcompensation object:

#ifdef GAME_DLL

#include "..\server\ilagcompensationmanager.h"

void CMyPlayer::FireBullets ( const FireBulletsInfo_t &info )
{
	lagcompensation->StartLagCompensation( this, this->GetCurrentCommand() );

	BaseClass::FireBullets(info);

	lagcompensation->FinishLagCompensation( this );
}
#endif

Time will be wound back on the call to StartLagCompensation(), and wound forward again on the call to FinishLagCompensation().

Implementation

[Todo]

See also