Ingame syncing kinda works

Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
This commit is contained in:
juanjp600
2017-06-20 22:28:18 -03:00
parent 7003214847
commit 0740579f62
25 changed files with 109 additions and 43 deletions

View File

@@ -64,6 +64,8 @@ namespace Barotrauma.Networking
public bool Sent;
public string StackTrace;
private double createTime;
public double CreateTime
{
@@ -76,6 +78,8 @@ namespace Barotrauma.Networking
serializable = entity;
createTime = Timing.TotalTime;
StackTrace = Environment.StackTrace.ToString();
}
public void Write(NetBuffer msg, Client recipient)

View File

@@ -137,7 +137,7 @@ namespace Barotrauma.Networking
{
if (GameSettings.VerboseLogging)
{
DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "!", e);
DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "\"!", e);
}
}
@@ -232,6 +232,7 @@ namespace Barotrauma.Networking
msg.Write(client.UnreceivedEntityEventCount);
msg.Write(client.FirstNewEventID);
//DebugConsole.NewMessage(eventsToSync[0].ID.ToString(), Microsoft.Xna.Framework.Color.Yellow);
Write(msg, eventsToSync, client);
}
else