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feat(online): Rate connections and show the network overlay - #658
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tintinhamans wants to merge 19 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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Merge after #657.
The lobby connection indicator was a score from ping and jitter with fixed thresholds, so a link that loses packets, or a peer whose PC is the bottleneck, looked the same as a good one.
ConnectionRating(new) turns the measurements of the previous PR into 1 to 5 bars. It is the worse of two axes: the input delay the link forces (from the round trip,input_delay.slack_percentand the send interval) and how often it stalls the game, measured in a match and predicted in the lobby. Four or five bars are green, two or three amber, one red, and red needs a reason (blackout, sustained loss, very high delay or measured stalls). Stalls a healthy link does not explain wait on the peer's frame rate and show as "slow PC", at most 3 bars and never red. More bars only show after the rating asked for them for 3 s.The lobby slot indicator uses it, and the player info popup now lists ping, loss and jitter instead of "Connection Score" and "Reliability". F10 toggles a player overlay with the rating and delay per player, Shift+F10 a developer view with the raw stats (
ToggleNetworkOverlay(mode)replacesToggleAdvancedNetworkStats). Texts are rebuilt only when they change and the data is read 4 times a second.No wire change, no new service key.
Tested: builds x86 Release
z_generals. On a slow CPU-bound host in the 3 player rig (full stack) the other clients showed it as "slow PC" in amber instead of red, n=1.