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feat(network): Measure connection latency, jitter and loss with packet feedback - #657
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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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Merge after #656.
There were no numbers for how a connection behaves beyond the lobby ping, and the only loss figure was a guess from command retries.
ConnectionStats(new) keeps latency, jitter and loss of one connection over a 10 s window, and a retry whose earlier send was acked after all counts as a late ack, not as loss. The mesh also probes each peer on the ping channel, everyconnection.probe_lobby_interval_msin the lobby (250) andconnection.probe_match_interval_msin a match (1000), timed from when the transport received the probe so a slow frame is not counted as network delay.PacketFeedback(new) measures real packet loss per direction. Every game packet gets a sequence number and the receiver reports what it got over the last 64 packets, at most every 250 ms. It only sees byte buffers and a clock, so GNS, EOS or any other transport can share it.Wire change: game packets start with a 3 byte envelope (u16 sequence, u8 flags) plus a 5 byte feedback record when due, and
GENERALS_MAGIC_NUMBERis0xF00E, so this build does not talk to an older one. A packet without a valid envelope, or on an unknown channel, is dropped. A failed GNS send is retried once and returned as a failure. Thesend.flagskey is removed. The numbers show in the debug stats display.Tested: builds x86 Release
z_generals. The full stack had 0 CRC mismatches in 3 player rig runs, n=1.