reliable network messages aren't sent as frequently, equippable grenades/detonators

This commit is contained in:
Regalis
2015-08-01 13:48:20 +03:00
parent 85b0cda4ca
commit 01b1dfe0df
12 changed files with 90 additions and 32 deletions

View File

@@ -500,6 +500,8 @@ namespace Subsurface.Networking
character.ID = ID;
character.Inventory.ID = inventoryID;
character.IsNetworkPlayer = true;
character.GiveJobItems(closestWaypoint);
return character;
@@ -516,7 +518,7 @@ namespace Subsurface.Networking
msg.Write((byte)type);
msg.Write(message);
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
client.SendMessage(msg, NetDeliveryMethod.Unreliable);
}
/// <summary>

View File

@@ -439,11 +439,9 @@ namespace Subsurface.Networking
public void EndGame(string endMessage)
{
Submarine.Unload();
gameStarted = false;
if (connectedClients.Count>0)
if (connectedClients.Count > 0)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)PacketTypes.EndGame);
@@ -461,6 +459,10 @@ namespace Subsurface.Networking
}
}
Submarine.Unload();
gameStarted = false;
Game1.NetLobbyScreen.Select();
DebugConsole.ThrowError(endMessage);
@@ -565,12 +567,12 @@ namespace Subsurface.Networking
}
if (recipients.Count>0)
{
server.SendMessage(msg, recipients, NetDeliveryMethod.ReliableUnordered, 0);
server.SendMessage(msg, recipients, NetDeliveryMethod.Unreliable, 0);
}
}
else
{
server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
server.SendMessage(msg, server.Connections, NetDeliveryMethod.Unreliable, 0);
}
}

View File

@@ -18,7 +18,7 @@ namespace Subsurface.Networking
{
public static List<NetworkEvent> events = new List<NetworkEvent>();
private static bool[] isImportant = { false, true, true, true, true, true };
private static bool[] isImportant = { false, true, false, true, true, true };
private int id;