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Low Latency Pose Forwarding #5149

Merged
merged 1 commit into from
Feb 10, 2022
Merged

Low Latency Pose Forwarding #5149

merged 1 commit into from
Feb 10, 2022

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speigg
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@speigg speigg commented Feb 10, 2022

The security model needs to be improved (we should encode user ids so the consumer knows which user sent the pose data and can filter out non-authoritative updates), but for now this results in much lower latency than waiting for the next frame to process in the gameserver. This also means the server has to do much less work, as it is only responsible for encoding the network objects it has authority over (rather than continually decoding and re-encoding everything).

Summary

Forward pose data immediately to other clients

Checklist

  • Pre-push checks pass npm run check
    • Linter passing via npm run lint
    • Unit & Integration tests passing via npm run test:packages
    • Docker build process passing via npm run build-client
  • If this PR is still a WIP, convert to a draft
  • When this PR is ready, mark it as "Ready for review"
  • Changes have been manually QA'd
  • Changes reviewed by at least 2 approved reviewers

References

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QA Steps

  1. git checkout pr_branch_name
  2. npm install
  3. npm run dev-reinit
  4. npm run dev

List any additional steps required to QA the changes of this PR, as well as any supplemental images or videos.

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The security model needs to be improved (we should encode user ids so the consumer knows which user sent this data), but for now this results in much lower latency than waiting for the next frame to process in the gameserver. This also means the server has to do much less work, as it is only responsible for encoding the network objects it has authority over (rather than continually decoding and re-encoding everything).
@speigg speigg linked an issue Feb 10, 2022 that may be closed by this pull request
@speigg speigg merged commit fcc5c33 into dev Feb 10, 2022
@speigg speigg deleted the low-latency-pose-forwarding branch February 10, 2022 16:38
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Reduce ECS Netcode latency
2 participants