From 19d5ed5d66425b834d7a9d47e80dcfd198544e56 Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Mon, 25 Mar 2019 19:49:48 +0200 Subject: [PATCH] (14f26adfa) Take the position of a sub's docking port into account when determining where to place outposts. Humpback's docking port for example is 600 units to the right from the sub's centerpoint, which prevented it from docking in some levels because the left side of the sub hit the wall at the left side of the outpost. Closes #1028 --- .../Source/Characters/AI/EnemyAIController.cs | 1 + .../BarotraumaClient/Source/Map/Hull.cs | 52 ++------ .../BarotraumaServer/Source/Map/Hull.cs | 14 ++- .../ServerEntityEventManager.cs | 6 + .../Source/Characters/AI/EnemyAIController.cs | 117 +++++++----------- .../Source/Characters/Limb.cs | 5 +- .../Source/GameSession/GameSession.cs | 2 +- .../BarotraumaShared/Source/Map/FireSource.cs | 26 ++-- .../Source/Map/Levels/Level.cs | 28 ++++- .../Map/Levels/LevelObjects/LevelTrigger.cs | 14 ++- .../BarotraumaShared/Source/Map/Submarine.cs | 8 +- .../Source/Networking/NetConfig.cs | 3 +- 12 files changed, 131 insertions(+), 145 deletions(-) diff --git a/Barotrauma/BarotraumaClient/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/BarotraumaClient/Source/Characters/AI/EnemyAIController.cs index c18e14dee..cb2c213d0 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/AI/EnemyAIController.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/AI/EnemyAIController.cs @@ -21,6 +21,7 @@ namespace Barotrauma if (wallTarget != null) { Vector2 wallTargetPos = wallTarget.Position; + if (wallTarget.Structure.Submarine != null) wallTargetPos += wallTarget.Structure.Submarine.Position; wallTargetPos.Y = -wallTargetPos.Y; GUI.DrawRectangle(spriteBatch, wallTargetPos - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Red, false); GUI.DrawLine(spriteBatch, pos, wallTargetPos, Color.Orange * 0.5f, 0, 5); diff --git a/Barotrauma/BarotraumaClient/Source/Map/Hull.cs b/Barotrauma/BarotraumaClient/Source/Map/Hull.cs index f295160c6..8dc7700f0 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/Hull.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/Hull.cs @@ -1,14 +1,13 @@ using Barotrauma.Networking; using Barotrauma.Particles; using Barotrauma.Sounds; +using Lidgren.Network; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; -using Microsoft.Xna.Framework.Input; using System.Linq; -using Lidgren.Network; namespace Barotrauma { @@ -19,6 +18,8 @@ namespace Barotrauma private List decals = new List(); private float serverUpdateDelay; + private float remoteWaterVolume, remoteOxygenPercentage; + private List remoteFireSources; private bool networkUpdatePending; private float networkUpdateTimer; @@ -139,6 +140,10 @@ namespace Barotrauma partial void UpdateProjSpecific(float deltaTime, Camera cam) { serverUpdateDelay -= deltaTime; + if (serverUpdateDelay <= 0.0f) + { + ApplyRemoteState(); + } if (networkUpdatePending) { @@ -547,18 +552,18 @@ namespace Barotrauma public void ClientRead(ServerNetObject type, NetBuffer message, float sendingTime) { - float newWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume; - float newOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8); + remoteWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume; + remoteOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8); bool hasFireSources = message.ReadBoolean(); int fireSourceCount = 0; - List newFireSources = new List(); + remoteFireSources = new List(); if (hasFireSources) { fireSourceCount = message.ReadRangedInteger(0, 16); for (int i = 0; i < fireSourceCount; i++) { - newFireSources.Add(new Vector3( + remoteFireSources.Add(new Vector3( MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f), MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f), message.ReadRangedSingle(0.0f, 1.0f, 8))); @@ -567,41 +572,6 @@ namespace Barotrauma if (serverUpdateDelay > 0.0f) { return; } - WaterVolume = newWaterVolume; - OxygenPercentage = newOxygenPercentage; - - for (int i = 0; i < fireSourceCount; i++) - { - Vector2 pos = new Vector2( - rect.X + rect.Width * newFireSources[i].X, - rect.Y - rect.Height + (rect.Height * newFireSources[i].Y)); - float size = newFireSources[i].Z * rect.Width; - - var newFire = i < FireSources.Count ? - FireSources[i] : - new FireSource(Submarine == null ? pos : pos + Submarine.Position, null, true); - newFire.Position = pos; - newFire.Size = new Vector2(size, newFire.Size.Y); - - //ignore if the fire wasn't added to this room (invalid position)? - if (!FireSources.Contains(newFire)) - { - newFire.Remove(); - continue; - } - } - - for (int i = FireSources.Count - 1; i >= fireSourceCount; i--) - { - FireSources[i].Remove(); - if (i < FireSources.Count) - { - FireSources.RemoveAt(i); - } - } - - if (serverUpdateDelay > 0.0f) { return; } - ApplyRemoteState(); } diff --git a/Barotrauma/BarotraumaServer/Source/Map/Hull.cs b/Barotrauma/BarotraumaServer/Source/Map/Hull.cs index 907ba6f45..3b10a7a24 100644 --- a/Barotrauma/BarotraumaServer/Source/Map/Hull.cs +++ b/Barotrauma/BarotraumaServer/Source/Map/Hull.cs @@ -20,6 +20,16 @@ namespace Barotrauma partial void UpdateProjSpecific(float deltaTime, Camera cam) { if (IdFreed) { return; } + + //don't create updates if all clients are very far from the hull + float hullUpdateDistanceSqr = NetConfig.HullUpdateDistance * NetConfig.HullUpdateDistance; + if (!GameMain.Server.ConnectedClients.Any(c => + c.Character != null && + Vector2.DistanceSquared(c.Character.WorldPosition, WorldPosition) < hullUpdateDistanceSqr)) + { + return; + } + //update client hulls if the amount of water has changed by >10% //or if oxygen percentage has changed by 5% if (Math.Abs(lastSentVolume - waterVolume) > Volume * 0.1f || @@ -31,8 +41,8 @@ namespace Barotrauma GameMain.NetworkMember.CreateEntityEvent(this); lastSentVolume = waterVolume; lastSentOxygen = OxygenPercentage; - sendUpdateTimer = NetworkUpdateInterval; - } + sendUpdateTimer = NetConfig.HullUpdateInterval; + } } } diff --git a/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs b/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs index d7c3f4ea0..519d8d800 100644 --- a/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs +++ b/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs @@ -346,6 +346,12 @@ namespace Barotrauma.Networking Write(msg, eventsToSync, out sentEvents, client); } + foreach (NetEntityEvent entityEvent in sentEvents) + { + (entityEvent as ServerEntityEvent).Sent = true; + client.EntityEventLastSent[entityEvent.ID] = NetTime.Now; + } + foreach (NetEntityEvent entityEvent in sentEvents) { (entityEvent as ServerEntityEvent).Sent = true; diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs index 75fabb3e9..76ab560eb 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs @@ -447,6 +447,10 @@ namespace Barotrauma { attackWorldPos = wallTarget.Position; attackSimPos = ConvertUnits.ToSimUnits(attackWorldPos); + if (Character.Submarine == null && wallTarget.Structure.Submarine != null) + { + attackWorldPos += wallTarget.Structure.Submarine.Position; + } } else if (SelectedAiTarget.Entity is Character c) { @@ -467,6 +471,15 @@ namespace Barotrauma // Take the sub position into account in the sim pos if (Character.Submarine == null && SelectedAiTarget.Entity.Submarine != null) + { + attackSimPos += SelectedAiTarget.Entity.Submarine.SimPosition; + } + else if (Character.Submarine != null && SelectedAiTarget.Entity.Submarine == null) + { + attackSimPos -= Character.Submarine.SimPosition; + } + + if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater) { Character.AnimController.TargetDir = Character.WorldPosition.X < attackWorldPos.X ? Direction.Right : Direction.Left; } @@ -477,24 +490,30 @@ namespace Barotrauma if (wallTarget != null && wallTarget.SectionIndex > -1 && CanPassThroughHole(wallTarget.Structure, wallTarget.SectionIndex)) { WallSection section = wallTarget.Structure.GetSection(wallTarget.SectionIndex); - Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true); - if (section?.gap != null && section.gap.IsRoomToRoom && SteerThroughGap(wallTarget.Structure, section, targetPos, deltaTime)) + Hull targetHull = section.gap?.FlowTargetHull; + if (targetHull != null && !section.gap.IsRoomToRoom) { - return; - } - } - else if (SelectedAiTarget.Entity is Structure wall) - { - for (int i = 0; i < wall.Sections.Length; i++) - { - WallSection section = wall.Sections[i]; - if (CanPassThroughHole(wall, i) && section?.gap != null) + Vector2 targetPos = wallTarget.Structure.SectionPosition(wallTarget.SectionIndex, true); + if (wallTarget.Structure.IsHorizontal) { - if (SteerThroughGap(wall, section, section.gap.WorldPosition, deltaTime)) - { - return; - } + targetPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2; } + else + { + targetPos.X = targetHull.WorldRect.Center.X; + } + + latchOntoAI?.DeattachFromBody(); + Character.AnimController.ReleaseStuckLimbs(); + if (steeringManager is IndoorsSteeringManager) + { + steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetPos - Character.WorldPosition)); + } + else + { + steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetPos)); + } + return; } } else if (SelectedAiTarget.Entity is Item i) @@ -509,8 +528,6 @@ namespace Barotrauma if (Character.WorldPosition.Y < door.Item.WorldRect.Y && Character.WorldPosition.Y > door.Item.WorldRect.Y - door.Item.Rect.Height) { velocity.Y = 0; - latchOntoAI?.DeattachFromBody(); - Character.AnimController.ReleaseStuckLimbs(); steeringManager.SteeringManual(deltaTime, velocity); return; } @@ -520,8 +537,6 @@ namespace Barotrauma if (Character.WorldPosition.X < door.Item.WorldRect.X && Character.WorldPosition.X > door.Item.WorldRect.Right) { velocity.X = 0; - latchOntoAI?.DeattachFromBody(); - Character.AnimController.ReleaseStuckLimbs(); steeringManager.SteeringManual(deltaTime, velocity); return; } @@ -687,34 +702,6 @@ namespace Barotrauma } } - private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime) - { - Hull targetHull = section.gap?.FlowTargetHull; - if (targetHull != null) // && !section.gap.IsRoomToRoom - { - if (wall.IsHorizontal) - { - targetWorldPos.Y = targetHull.WorldRect.Y - targetHull.Rect.Height / 2; - } - else - { - targetWorldPos.X = targetHull.WorldRect.Center.X; - } - latchOntoAI?.DeattachFromBody(); - Character.AnimController.ReleaseStuckLimbs(); - if (steeringManager is IndoorsSteeringManager) - { - steeringManager.SteeringManual(deltaTime, Vector2.Normalize(targetWorldPos - Character.WorldPosition)); - } - else - { - steeringManager.SteeringSeek(ConvertUnits.ToSimUnits(targetWorldPos)); - } - return true; - } - return false; - } - private Limb GetAttackLimb(Vector2 attackWorldPos, Limb ignoredLimb = null) { AttackContext currentContext = Character.GetAttackContext(); @@ -738,6 +725,11 @@ namespace Barotrauma { wallTarget = null; + if (Character.AnimController.CurrentHull != null) + { + return; + } + //check if there's a wall between the target and the Character Vector2 rayStart = SimPosition; Vector2 rayEnd = SelectedAiTarget.SimPosition; @@ -745,7 +737,7 @@ namespace Barotrauma if (offset) { - rayStart -= SelectedAiTarget.Entity.Submarine.SimPosition; + rayStart -= ConvertUnits.ToSimUnits(SelectedAiTarget.Entity.Submarine.Position); } Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true); @@ -793,12 +785,8 @@ namespace Barotrauma sectionPos.X += (wall.BodyWidth <= 0.0f ? wall.Rect.Width : wall.BodyWidth) / 2 * attachTargetNormal.X; } - latchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, sectionPos, attachTargetNormal); - if (wall.Submarine != null) - { - sectionPos += wall.Submarine.Position; - } wallTarget = new WallTarget(sectionPos, wall, sectionIndex); + latchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal); } } @@ -1014,27 +1002,14 @@ namespace Barotrauma else if (target.Entity is Structure s) { targetingTag = "wall"; - if (aggressiveBoarding) + if (character.CurrentHull == null && aggressiveBoarding) { - // Ignore walls when inside. - valueModifier = character.CurrentHull == null ? 2 : 0; - if (valueModifier > 0) + valueModifier = s.HasBody ? 2 : 0; + foreach (var section in s.Sections) { - // Ignore structures that doesn't have a body (not walls) - valueModifier *= s.HasBody ? 1 : 0; - } - for (int i = 0; i < s.Sections.Length; i++) - { - var section = s.Sections[i]; - if (CanPassThroughHole(s, i)) + if (section.gap != null) { - // Ignore walls that can be passed through - valueModifier = 0; - break; - } - else if (section.gap != null) - { - // up to 100% priority increase for every gap in the wall + // up to 100% more priority for every gap in the wall valueModifier *= 1 + section.gap.Open; } } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Limb.cs b/Barotrauma/BarotraumaShared/Source/Characters/Limb.cs index 2d07409d1..0c1d42432 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Limb.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Limb.cs @@ -520,10 +520,9 @@ namespace Barotrauma // Ignore blocking on items, because it causes cases where a Mudraptor cannot hit the hatch, for example. wasHit = true; } - else if (damageTarget is Structure wall && structureBody != null && - (structureBody.UserData is Structure || (structureBody.UserData is Submarine sub && sub == wall.Submarine))) + else if (damageTarget is Structure && structureBody?.UserData is Structure) { - // If the attack is aimed to a structure (wall) and hits a structure or the sub, it's successful + // If the attack is aimed to a structure and hits a structure, it's successful wasHit = true; } else diff --git a/Barotrauma/BarotraumaShared/Source/GameSession/GameSession.cs b/Barotrauma/BarotraumaShared/Source/GameSession/GameSession.cs index d5778c9cc..ffe7cf9d3 100644 --- a/Barotrauma/BarotraumaShared/Source/GameSession/GameSession.cs +++ b/Barotrauma/BarotraumaShared/Source/GameSession/GameSession.cs @@ -208,7 +208,7 @@ namespace Barotrauma DockingPort myPort = null, outPostPort = null; foreach (DockingPort port in DockingPort.List) { - if (port.IsHorizontal) { continue; } + if (port.IsHorizontal || port.Docked) { continue; } if (port.Item.Submarine == level.StartOutpost) { outPostPort = port; diff --git a/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs b/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs index 83ea002c0..c252c399a 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs @@ -175,12 +175,11 @@ namespace Barotrauma LimitSize(); UpdateProjSpecific(growModifier); - -#if CLIENT - if (GameMain.Client != null) return; -#endif - - if (size.X < 1.0f) Remove(); + + if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)) + { + Remove(); + } } partial void UpdateProjSpecific(float growModifier); @@ -293,10 +292,6 @@ namespace Barotrauma //evaporate some of the water hull.WaterVolume -= extinguishAmount; -#if CLIENT - if (GameMain.Client != null) return; -#endif - if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)) { Remove(); @@ -325,12 +320,11 @@ namespace Barotrauma size.X -= extinguishAmount; hull.WaterVolume -= extinguishAmount; - -#if CLIENT - if (GameMain.Client != null) return; -#endif - - if (size.X < 1.0f) Remove(); + + if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)) + { + Remove(); + } } public void Extinguish(float deltaTime, float amount, Vector2 worldPosition) diff --git a/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs b/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs index 6f537c2c7..0bb9df3e9 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs @@ -1522,14 +1522,40 @@ namespace Barotrauma outpost.MakeOutpost(); Point? minSize = null; + DockingPort subPort = null; if (Submarine.MainSub != null) { Point subSize = Submarine.MainSub.GetDockedBorders().Size; Point outpostSize = outpost.GetDockedBorders().Size; minSize = new Point(Math.Max(subSize.X, outpostSize.X), subSize.Y + outpostSize.Y); + + float closestDistance = float.MaxValue; + foreach (DockingPort port in DockingPort.List) + { + if (port.IsHorizontal || port.Docked) { continue; } + if (port.Item.Submarine != Submarine.MainSub) { continue; } + //the submarine port has to be at the top of the sub + if (port.Item.WorldPosition.Y < Submarine.MainSub.WorldPosition.Y) { continue; } + float dist = Math.Abs(port.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X); + if (dist < closestDistance) + { + subPort = port; + closestDistance = dist; + } + } } - outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize)); + float subDockingPortOffset = subPort == null ? 0.0f : subPort.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X; + //don't try to compensate if the port is very far from the sub's center of mass + if (Math.Abs(subDockingPortOffset) > 2000.0f) + { + subDockingPortOffset = MathHelper.Clamp(subDockingPortOffset, -2000.0f, 2000.0f); + string warningMsg = "Docking port very far from the sub's center of mass (submarine: " + Submarine.MainSub.Name + ", dist: " + subDockingPortOffset + "). The level generator may not be able to place the outpost so that docking is possible."; + DebugConsole.NewMessage(warningMsg, Color.Orange); + GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:DockingPortVeryFar" + Submarine.MainSub.Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Warning, warningMsg); + } + + outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize, subDockingPortOffset)); if ((i == 0) == !Mirrored) { StartOutpost = outpost; diff --git a/Barotrauma/BarotraumaShared/Source/Map/Levels/LevelObjects/LevelTrigger.cs b/Barotrauma/BarotraumaShared/Source/Map/Levels/LevelObjects/LevelTrigger.cs index 83033e604..1c3ec2339 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Levels/LevelObjects/LevelTrigger.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Levels/LevelObjects/LevelTrigger.cs @@ -432,12 +432,16 @@ namespace Barotrauma { if (ForceFluctuationStrength > 0.0f) { - forceFluctuationTimer += deltaTime; - if (forceFluctuationTimer > ForceFluctuationInterval) + //no need for force fluctuation (or network updates) if the trigger limits velocity and there are no triggerers + if (forceMode != TriggerForceMode.LimitVelocity || triggerers.Any()) { - NeedsNetworkSyncing = true; - currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f); - forceFluctuationTimer = 0.0f; + forceFluctuationTimer += deltaTime; + if (forceFluctuationTimer > ForceFluctuationInterval) + { + NeedsNetworkSyncing = true; + currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f); + forceFluctuationTimer = 0.0f; + } } } diff --git a/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs b/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs index 4e71afd3b..66456de83 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Submarine.cs @@ -494,7 +494,7 @@ namespace Barotrauma } } - public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null) + public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null, float subDockingPortOffset = 0.0f) { Rectangle dockedBorders = GetDockedBorders(); Vector2 diffFromDockedBorders = @@ -542,17 +542,17 @@ namespace Barotrauma else if (minX < 0) { //no wall found at the left side, spawn to the left from the right-side wall - spawnPos.X = maxX - minWidth - 100.0f; + spawnPos.X = maxX - minWidth - 100.0f + subDockingPortOffset; } else if (maxX > Level.Loaded.Size.X) { //no wall found at right side, spawn to the right from the left-side wall - spawnPos.X = minX + minWidth + 100.0f; + spawnPos.X = minX + minWidth + 100.0f + subDockingPortOffset; } else { //walls found at both sides, use their midpoint - spawnPos.X = (minX + maxX) / 2; + spawnPos.X = (minX + maxX) / 2 + subDockingPortOffset; } spawnPos.Y = Math.Min(spawnPos.Y, Level.Loaded.Size.Y - dockedBorders.Height / 2 - 10); diff --git a/Barotrauma/BarotraumaShared/Source/Networking/NetConfig.cs b/Barotrauma/BarotraumaShared/Source/Networking/NetConfig.cs index 2e2d01dc0..74b6afcb2 100644 --- a/Barotrauma/BarotraumaShared/Source/Networking/NetConfig.cs +++ b/Barotrauma/BarotraumaShared/Source/Networking/NetConfig.cs @@ -35,8 +35,9 @@ namespace Barotrauma.Networking public const float DeleteDisconnectedTime = 20.0f; public const float ItemConditionUpdateInterval = 0.15f; - public const float LevelObjectUpdateInterval = 0.5f; + public const float HullUpdateInterval = 0.5f; + public const float HullUpdateDistance = 20000.0f; public const int MaxEventPacketsPerUpdate = 4;