- From: Ashley Gullen <ashley@scirra.com>
- Date: Thu, 20 Feb 2014 16:23:05 +0000
- To: "Tab Atkins Jr." <jackalmage@gmail.com>
- Cc: "whatwg@whatwg.org" <whatwg@whatwg.org>
Isn't setTimeout also clamped to 1s in the background? This alone would add so much latency as to effectively hang the game anyway. On 20 February 2014 16:18, Tab Atkins Jr. <jackalmage@gmail.com> wrote: > 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 16:23:30 UTC