Change the OOS notification logic to remember the OOS-ness of each
client. Reset it on client leave.
The server will thus continue checking for OOS if the OOS-client leaves.
This is convenient to ignore observer OOS, or wait for an OOS player
without restarting the game.
Also add the turn number to the OOS dump, to fix#3348: particularly
following d4c2cf4430 the turn is likely to not be the same between
different clients.
Agree by: asterix
Differential Revision: https://code.wildfiregames.com/D3753
This was SVN commit r25170.
Observers no longer lag the game for players. There is still some time
to serialise the game when sending it to a joining observer, and
depending on the chosen 'max lag' the game may stop while observers
sufficiently catch up, but this impact too is reduced.
- Make the NetServerTurnManager ignore players marked as 'observers' for
the purpose of ending a turn, effectively making it possible for
observers to lag without it affecting the players in any way.
- Add a config option (network.observermaxlag) that specifies how many
turns behind the live game observers are allowed to be. Default to 10
turns, or 2 seconds, to keep them 'largely live'.
- The controller is not treated as an observer.
- Implement a simple UI to show this delay & allow the game to speed up
automatically to try and catch up. This can be deactivated via
network.autocatchup.
- Move network options to the renamed 'Network / Lobby' options page.
- Do not debug_warn/crash when receiving commands from the past -
instead warn and carry on, to avoid DOS and "coop play" issues.
Refs #5903, Refs #4210
Differential Revision: https://code.wildfiregames.com/D3737
This was SVN commit r25156.
Remove the "Net" prefix from the non-networked classes.
Use variadic macros and mark the client turnmanager as NONCOPYABLE.
Differential Revision: D16
Reviewed By: leper
This was SVN commit r19165.