- From: Tab Atkins Jr. <jackalmage@gmail.com>
- Date: Thu, 20 Feb 2014 08:18:55 -0800
- To: Ashley Gullen <ashley@scirra.com>
- Cc: "whatwg@whatwg.org" <whatwg@whatwg.org>
On Thu, Feb 20, 2014 at 7:25 AM, Ashley Gullen <ashley@scirra.com> wrote: > We're building a browser-based P2P multiplayer engine on top of WebRTC > DataChannels. You can try out our work-in-progress here: > http://www.scirra.com/labs/multiplayer/test1/ > > The first player in to a room is assigned the host, and all other > subsequently joining peers connect to the host with WebRTC DataChannels and > start exchanging game data. Like all responsible HTML5 games, it runs based > on a requestAnimationFrame loop. I think this is your problem. rAF isn't a replacement for setTimeout, it's a variant designed to better solve the timer problem *when you want to be synced to the screen*. If you're doing network-management work, that has nothing to do with the screen refresh rate, and shouldn't be associated with it. Just run a normal setTimeout loop instead. (If people used rAF for what it was *intended* for, we could probably have stopped firing it *entirely* when the window isn't visible. Instead, we had to compromise with the 1s refresh rate instead.) ~TJ
Received on Thursday, 20 February 2014 16:19:45 UTC