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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
GeneralsOnlineDevelopmentTeam:mainfrom
tintinhamans:arctic/go/stack2/03-ratings-overlay
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tintinhamans wants to merge 19 commits into
GeneralsOnlineDevelopmentTeam:mainfrom
tintinhamans:arctic/go/stack2/03-ratings-overlay

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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_percent and 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) replaces ToggleAdvancedNetworkStats). 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.

xezon added 7 commits October 24, 2026 23:10
…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)
@tintinhamans
tintinhamans force-pushed the arctic/go/stack2/03-ratings-overlay branch from bd62a99 to 72bbba1 Compare October 25, 2026 11:15
@tintinhamans
tintinhamans force-pushed the arctic/go/stack2/03-ratings-overlay branch from 72bbba1 to 2224364 Compare October 25, 2026 12:53
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2 participants