Example:
Have a group of units selected,
command 1: select one unit of the group,
command 2: do a move order.
Possible outcomes: one unit moves / group of units moves.
Huh wait, what... why?
Well, you see.. if just gave the orders faster than spring can handle.
(reguarly happens when you need to act quick)
I think I understand the reason why...
Every command you give is send to the server and the server sends it back and finally it gets processed to what I will see on my screen.
But what do you get when you give 'command 2' before 'command 1' is processed yet?
Thats right: frustration, and precious time wasted
And ofcourse.. the later the game, the more this happens and the less responsive spring gets overall.
Is there anything to improve upon this?
Or can anyone clarify how it really works, and why this method is chosen? I'm just wondering...
Buggy, unresposive command handling
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Re: Buggy, unresposive command handling
A related thing that bugs me is suppose I have something like fire-state hotkeyed to ctrl-f, I can tap ctrl-f a couple times and it will only register once. It's not like there is just a delay before it changes, it drops the second or third taps altogether.
Ideally, even if there was a delay I could tap ctrl-f twice and know that eventually the command would register.
Of notable importance, it works perfectly if I start from spring.exe.
Ideally, even if there was a delay I could tap ctrl-f twice and know that eventually the command would register.
Of notable importance, it works perfectly if I start from spring.exe.
Re: Buggy, unresposive command handling
because under high CPU load, user input is simply not always registered --> your unit selection might not be changed even when you expect it toHuh wait, what... why?
unit selections are unsynced until you give an actual command to your selected units --> there is no 'command #1' (and if there were, it would still always be processed before #2)But what do you get when you give 'command 2' before 'command 1' is processed yet?