7b471b5...483f2ad
commit 483f2ad4fd9d91b9763d25df592a899cdf39ba67 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 24 19:19:01 2019 +0200 Instead of making coilgun bolts continuously deteriorate to give them a lifetime of 5 seconds, simply create a delayed status effect that removes them after 5 seconds of being launched. commit 00b8d48d4d1d933e76a6c0d7df5320c50dc0a07d Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 24 19:16:40 2019 +0200 Wait at least 0.15 seconds before creating a new condition update event for an item. Some rapidly deteriorating items (e.g. coilgun bolt, faraday artifacts) would otherwise cause new events to be created at an excessively high rate. commit 84e6948a4898dd040b2a84eb5f1ad97c20dfc69f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 24 19:14:58 2019 +0200 Server can send multiple network event packets per update if there's too many events to fit in one packet (up to 4 packets per update). commit 40797e91d67f965ac6d292367fef5386214abbdb Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 24 17:34:49 2019 +0200 NetEntityEvent changes: - Don't restrict the number of events per message, but instead write as many events as the packet can fit (up to a maximum of 1024 bytes to leave some space for other types of data (event IDs, chat messages and such)). - Decrease the delay after which events can be resent (RTT * 1.5 -> RTT). commit bfefbb5d7da3ce6a5fe9cb7ff733ec5df37a8a15 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 24 14:31:03 2019 +0200 Fixed FixDurationLowSkill & FixDurationHighSkill parameters in Repairable being case-sensitive, causing almost none of the xml values to be used. + Moved client-specific repairable methods to the client project, and server-specific to the server project. commit 311f67c6c6b8d2cd9f4f4ca820e42316938c4f17 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 24 14:09:10 2019 +0200 Fixed "trying to add a dead character to crewmanager" errors when attempting to revive a character killed by some other affliction than internal damage, bleeding or burns. Closes #1341
This commit is contained in:
@@ -1,4 +1,6 @@
|
||||
using Barotrauma.Particles;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Particles;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Collections.Generic;
|
||||
@@ -112,8 +114,7 @@ namespace Barotrauma.Items.Components
|
||||
System.Diagnostics.Debug.Assert(GuiFrame.GetChild(0) is GUILayoutGroup, "Repair UI hierarchy has changed, could not find skill texts");
|
||||
foreach (GUIComponent c in GuiFrame.GetChild(0).Children)
|
||||
{
|
||||
Skill skill = c.UserData as Skill;
|
||||
if (skill == null) continue;
|
||||
if (!(c.UserData is Skill skill)) continue;
|
||||
|
||||
GUITextBlock textBlock = (GUITextBlock)c;
|
||||
if (character.GetSkillLevel(skill.Identifier) < skill.Level)
|
||||
@@ -126,5 +127,15 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
deteriorationTimer = msg.ReadSingle();
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
//no need to write anything, just letting the server know we started repairing
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+5
-13
@@ -81,11 +81,10 @@ namespace Barotrauma.Networking
|
||||
|
||||
for (int i = startIndex; i < events.Count; i++)
|
||||
{
|
||||
//find the first event that hasn't been sent in 1.5 * roundtriptime or at all
|
||||
float lastSent = 0;
|
||||
eventLastSent.TryGetValue(events[i].ID, out lastSent);
|
||||
//find the first event that hasn't been sent in roundtriptime or at all
|
||||
eventLastSent.TryGetValue(events[i].ID, out float lastSent);
|
||||
|
||||
if (lastSent > NetTime.Now - serverConnection.AverageRoundtripTime * 1.5f)
|
||||
if (lastSent > NetTime.Now - serverConnection.AverageRoundtripTime)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -93,14 +92,7 @@ namespace Barotrauma.Networking
|
||||
eventsToSync.AddRange(events.GetRange(i, events.Count - i));
|
||||
break;
|
||||
}
|
||||
if (eventsToSync.Count == 0) return;
|
||||
|
||||
//too many events for one packet
|
||||
if (eventsToSync.Count > MaxEventsPerWrite)
|
||||
{
|
||||
eventsToSync.RemoveRange(MaxEventsPerWrite, eventsToSync.Count - MaxEventsPerWrite);
|
||||
}
|
||||
if (eventsToSync.Count == 0) return;
|
||||
if (eventsToSync.Count == 0) { return; }
|
||||
|
||||
foreach (NetEntityEvent entityEvent in eventsToSync)
|
||||
{
|
||||
@@ -108,7 +100,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
|
||||
msg.Write((byte)ClientNetObject.ENTITY_STATE);
|
||||
Write(msg, eventsToSync);
|
||||
Write(msg, eventsToSync, out _);
|
||||
}
|
||||
|
||||
private UInt16? firstNewID;
|
||||
|
||||
@@ -1,9 +1,5 @@
|
||||
using Barotrauma.Networking;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
@@ -14,5 +10,16 @@ namespace Barotrauma.Items.Components
|
||||
//let the clients know the initial deterioration delay
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
if (c.Character == null) return;
|
||||
StartRepairing(c.Character);
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(deteriorationTimer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,7 +46,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
//when was a specific entity event last sent to the client
|
||||
// key = event id, value = NetTime.Now when sending
|
||||
public readonly Dictionary<UInt16, float> EntityEventLastSent = new Dictionary<UInt16, float>();
|
||||
public readonly Dictionary<UInt16, double> EntityEventLastSent = new Dictionary<UInt16, double>();
|
||||
|
||||
//when was a position update for a given entity last sent to the client
|
||||
// key = entity id, value = NetTime.Now when sending
|
||||
|
||||
@@ -1201,7 +1201,8 @@ namespace Barotrauma.Networking
|
||||
ClientWriteLobby(c);
|
||||
|
||||
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign &&
|
||||
NetIdUtils.IdMoreRecent(campaign.LastSaveID, c.LastRecvCampaignSave))
|
||||
NetIdUtils.IdMoreRecent(campaign.LastSaveID, c.LastRecvCampaignSave) &&
|
||||
c.Connection != OwnerConnection) //no need to send saves if the client is playing on the same machine
|
||||
{
|
||||
//already sent an up-to-date campaign save
|
||||
if (c.LastCampaignSaveSendTime != null && campaign.LastSaveID == c.LastCampaignSaveSendTime.First)
|
||||
@@ -1335,10 +1336,6 @@ namespace Barotrauma.Networking
|
||||
WriteClientList(c, outmsg);
|
||||
clientListBytes = outmsg.LengthBytes - clientListBytes;
|
||||
|
||||
int eventManagerBytes = outmsg.LengthBytes;
|
||||
entityEventManager.Write(c, outmsg, out List<NetEntityEvent> sentEvents);
|
||||
eventManagerBytes = outmsg.LengthBytes - eventManagerBytes;
|
||||
|
||||
int chatMessageBytes = outmsg.LengthBytes;
|
||||
WriteChatMessages(outmsg, c);
|
||||
chatMessageBytes = outmsg.LengthBytes - chatMessageBytes;
|
||||
@@ -1387,25 +1384,55 @@ namespace Barotrauma.Networking
|
||||
errorMsg +=
|
||||
" Client list size: " + clientListBytes + " bytes\n" +
|
||||
" Chat message size: " + chatMessageBytes + " bytes\n" +
|
||||
" Event size: " + eventManagerBytes + " bytes\n" +
|
||||
" Position update size: " + positionUpdateBytes + " bytes\n\n";
|
||||
|
||||
if (sentEvents != null && sentEvents.Count > 0)
|
||||
{
|
||||
errorMsg += "Sent events: \n";
|
||||
foreach (var entityEvent in sentEvents)
|
||||
{
|
||||
errorMsg += " - " + (entityEvent.Entity?.ToString() ?? "null") + "\n";
|
||||
}
|
||||
}
|
||||
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("GameServer.ClientWriteIngame:PacketSizeExceeded" + outmsg.LengthBytes, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("GameServer.ClientWriteIngame1:PacketSizeExceeded" + outmsg.LengthBytes, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
}
|
||||
|
||||
CompressOutgoingMessage(outmsg);
|
||||
|
||||
server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
for (int i = 0; i < MaxEventPacketsPerUpdate; i++)
|
||||
{
|
||||
outmsg = server.CreateMessage();
|
||||
outmsg.Write((byte)ServerPacketHeader.UPDATE_INGAME);
|
||||
outmsg.Write((float)NetTime.Now);
|
||||
|
||||
int eventManagerBytes = outmsg.LengthBytes;
|
||||
entityEventManager.Write(c, outmsg, out List<NetEntityEvent> sentEvents);
|
||||
eventManagerBytes = outmsg.LengthBytes - eventManagerBytes;
|
||||
|
||||
if (sentEvents.Count == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
|
||||
|
||||
if (outmsg.LengthBytes > NetPeerConfiguration.MaximumTransmissionUnit)
|
||||
{
|
||||
string errorMsg = "Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + NetPeerConfiguration.MaximumTransmissionUnit + ")\n";
|
||||
errorMsg +=
|
||||
" Event size: " + eventManagerBytes + " bytes\n";
|
||||
|
||||
if (sentEvents != null && sentEvents.Count > 0)
|
||||
{
|
||||
errorMsg += "Sent events: \n";
|
||||
foreach (var entityEvent in sentEvents)
|
||||
{
|
||||
errorMsg += " - " + (entityEvent.Entity?.ToString() ?? "null") + "\n";
|
||||
}
|
||||
}
|
||||
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("GameServer.ClientWriteIngame2:PacketSizeExceeded" + outmsg.LengthBytes, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
}
|
||||
|
||||
CompressOutgoingMessage(outmsg);
|
||||
server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
|
||||
}
|
||||
}
|
||||
|
||||
private void WriteClientList(Client c, NetOutgoingMessage outmsg)
|
||||
|
||||
+33
-22
@@ -303,22 +303,28 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
|
||||
//too many events for one packet
|
||||
if (eventsToSync.Count > MaxEventsPerWrite)
|
||||
if (eventsToSync.Count > 200)
|
||||
{
|
||||
if (eventsToSync.Count > MaxEventsPerWrite * 3 && !client.NeedsMidRoundSync)
|
||||
if (eventsToSync.Count > 200 && !client.NeedsMidRoundSync)
|
||||
{
|
||||
Color color = eventsToSync.Count > MaxEventsPerWrite * 20 ? Color.Red : Color.Orange;
|
||||
if (eventsToSync.Count < MaxEventsPerWrite * 5) { color = Color.Yellow; }
|
||||
DebugConsole.NewMessage("WARNING: event count very high: " + eventsToSync.Count + "/" + MaxEventsPerWrite, color);
|
||||
Color color = eventsToSync.Count > 500 ? Color.Red : Color.Orange;
|
||||
if (eventsToSync.Count < 300) { color = Color.Yellow; }
|
||||
string warningMsg = "WARNING: event count very high: " + eventsToSync.Count;
|
||||
|
||||
var sortedEvents = eventsToSync.GroupBy(e => e.Entity.ToString())
|
||||
.Select(e => new { Value = e.Key, Count = e.Count() })
|
||||
.OrderByDescending(e => e.Count);
|
||||
|
||||
int count = 1;
|
||||
foreach (var sortedEvent in sortedEvents)
|
||||
{
|
||||
warningMsg += "\n" + count + ". " + (sortedEvent.Value?.ToString() ?? "null") + " x" + sortedEvent.Count;
|
||||
count++;
|
||||
if (count > 3) { break; }
|
||||
}
|
||||
|
||||
DebugConsole.NewMessage(warningMsg, color);
|
||||
}
|
||||
|
||||
eventsToSync.RemoveRange(MaxEventsPerWrite, eventsToSync.Count - MaxEventsPerWrite);
|
||||
}
|
||||
|
||||
foreach (NetEntityEvent entityEvent in eventsToSync)
|
||||
{
|
||||
(entityEvent as ServerEntityEvent).Sent = true;
|
||||
client.EntityEventLastSent[entityEvent.ID] = (float)NetTime.Now;
|
||||
}
|
||||
|
||||
if (client.NeedsMidRoundSync)
|
||||
@@ -327,14 +333,19 @@ namespace Barotrauma.Networking
|
||||
msg.Write(client.UnreceivedEntityEventCount);
|
||||
msg.Write(client.FirstNewEventID);
|
||||
|
||||
Write(msg, eventsToSync, client);
|
||||
Write(msg, eventsToSync, out sentEvents, client);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write((byte)ServerNetObject.ENTITY_EVENT);
|
||||
Write(msg, eventsToSync, client);
|
||||
Write(msg, eventsToSync, out sentEvents, client);
|
||||
}
|
||||
|
||||
foreach (NetEntityEvent entityEvent in sentEvents)
|
||||
{
|
||||
(entityEvent as ServerEntityEvent).Sent = true;
|
||||
client.EntityEventLastSent[entityEvent.ID] = NetTime.Now;
|
||||
}
|
||||
sentEvents = eventsToSync;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -351,17 +362,17 @@ namespace Barotrauma.Networking
|
||||
//find the index of the first event the client hasn't received
|
||||
int startIndex = eventList.Count;
|
||||
while (startIndex > 0 &&
|
||||
NetIdUtils.IdMoreRecent(eventList[startIndex - 1].ID,client.LastRecvEntityEventID))
|
||||
NetIdUtils.IdMoreRecent(eventList[startIndex - 1].ID, client.LastRecvEntityEventID))
|
||||
{
|
||||
startIndex--;
|
||||
}
|
||||
|
||||
|
||||
for (int i = startIndex; i < eventList.Count; i++)
|
||||
{
|
||||
//find the first event that hasn't been sent in 1.5 * roundtriptime or at all
|
||||
client.EntityEventLastSent.TryGetValue(eventList[i].ID, out float lastSent);
|
||||
//find the first event that hasn't been sent in roundtriptime or at all
|
||||
client.EntityEventLastSent.TryGetValue(eventList[i].ID, out double lastSent);
|
||||
|
||||
float minInterval = Math.Max(client.Connection.AverageRoundtripTime * 1.5f, (float)server.UpdateInterval.TotalSeconds * 2);
|
||||
float minInterval = Math.Max(client.Connection.AverageRoundtripTime, (float)server.UpdateInterval.TotalSeconds * 2);
|
||||
|
||||
if (lastSent > NetTime.Now - Math.Min(minInterval, 0.5f))
|
||||
{
|
||||
@@ -387,7 +398,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
else
|
||||
{
|
||||
double midRoundSyncTimeOut = uniqueEvents.Count / MaxEventsPerWrite * server.UpdateInterval.TotalSeconds;
|
||||
double midRoundSyncTimeOut = uniqueEvents.Count / 100 * server.UpdateInterval.TotalSeconds;
|
||||
midRoundSyncTimeOut = Math.Max(10.0f, midRoundSyncTimeOut * 10.0f);
|
||||
|
||||
client.UnreceivedEntityEventCount = (UInt16)uniqueEvents.Count;
|
||||
|
||||
@@ -460,6 +460,7 @@ namespace Barotrauma
|
||||
{
|
||||
affliction.Strength = 0.0f;
|
||||
}
|
||||
CalculateVitality();
|
||||
}
|
||||
|
||||
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
|
||||
|
||||
@@ -12,8 +12,6 @@ namespace Barotrauma.Items.Components
|
||||
public static float SkillIncreaseMultiplier = 0.4f;
|
||||
|
||||
private string header;
|
||||
|
||||
private float fixDurationLowSkill, fixDurationHighSkill;
|
||||
|
||||
private float deteriorationTimer;
|
||||
|
||||
@@ -52,17 +50,20 @@ namespace Barotrauma.Items.Components
|
||||
set;
|
||||
}
|
||||
|
||||
/*private float repairProgress;
|
||||
public float RepairProgress
|
||||
[Serialize(100.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with insufficient skill levels.")]
|
||||
public float FixDurationLowSkill
|
||||
{
|
||||
get { return repairProgress; }
|
||||
set
|
||||
{
|
||||
repairProgress = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
if (repairProgress >= 1.0f && currentFixer != null) currentFixer.AnimController.Anim = AnimController.Animation.None;
|
||||
}
|
||||
}*/
|
||||
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(10.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, ToolTip = "The amount of time it takes to fix the item with sufficient skill levels.")]
|
||||
public float FixDurationHighSkill
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private Character currentFixer;
|
||||
public Character CurrentFixer
|
||||
{
|
||||
@@ -83,8 +84,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
this.item = item;
|
||||
header = element.GetAttributeString("name", "");
|
||||
fixDurationLowSkill = element.GetAttributeFloat("fixdurationlowskill", 100.0f);
|
||||
fixDurationHighSkill = element.GetAttributeFloat("fixdurationhighskill", 5.0f);
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
@@ -160,7 +159,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
bool wasBroken = !item.IsFullCondition;
|
||||
float fixDuration = MathHelper.Lerp(fixDurationLowSkill, fixDurationHighSkill, successFactor);
|
||||
float fixDuration = MathHelper.Lerp(FixDurationLowSkill, FixDurationHighSkill, successFactor);
|
||||
if (fixDuration <= 0.0f)
|
||||
{
|
||||
item.Condition = item.MaxCondition;
|
||||
@@ -186,26 +185,5 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
character.AnimController.UpdateUseItem(false, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((item.Condition / item.MaxCondition) % 0.1f));
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(deteriorationTimer);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
deteriorationTimer = msg.ReadSingle();
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
//no need to write anything, just letting the server know we started repairing
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
if (c.Character == null) return;
|
||||
StartRepairing(c.Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -59,8 +59,10 @@ namespace Barotrauma
|
||||
public PhysicsBody body;
|
||||
|
||||
public readonly XElement StaticBodyConfig;
|
||||
|
||||
|
||||
private float lastSentCondition;
|
||||
private float sendConditionUpdateTimer;
|
||||
private bool conditionUpdatePending;
|
||||
|
||||
private float condition;
|
||||
|
||||
@@ -272,12 +274,11 @@ namespace Barotrauma
|
||||
|
||||
SetActiveSprite();
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && lastSentCondition != condition)
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !MathUtils.NearlyEqual(lastSentCondition, condition))
|
||||
{
|
||||
if (Math.Abs(lastSentCondition - condition) > 1.0f || condition == 0.0f || condition == Prefab.Health)
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
lastSentCondition = condition;
|
||||
conditionUpdatePending = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -994,6 +995,21 @@ namespace Barotrauma
|
||||
aiTarget.SightRange -= deltaTime * 1000.0f;
|
||||
aiTarget.SoundRange -= deltaTime * 1000.0f;
|
||||
}
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
sendConditionUpdateTimer -= deltaTime;
|
||||
if (conditionUpdatePending)
|
||||
{
|
||||
if (sendConditionUpdateTimer <= 0.0f)
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
lastSentCondition = condition;
|
||||
sendConditionUpdateTimer = NetConfig.ItemConditionUpdateInterval;
|
||||
conditionUpdatePending = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ApplyStatusEffects(ActionType.Always, deltaTime, null);
|
||||
|
||||
|
||||
@@ -15,7 +15,6 @@ namespace Barotrauma
|
||||
public Vector3 Position;
|
||||
|
||||
public float NetworkUpdateTimer;
|
||||
public const float NetworkUpdateInterval = 0.2f;
|
||||
|
||||
public float Scale;
|
||||
|
||||
|
||||
@@ -343,7 +343,7 @@ namespace Barotrauma
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { obj });
|
||||
obj.NeedsNetworkSyncing = false;
|
||||
obj.NetworkUpdateTimer = LevelObject.NetworkUpdateInterval;
|
||||
obj.NetworkUpdateTimer = NetConfig.LevelObjectUpdateInterval;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -32,11 +32,13 @@ namespace Barotrauma.Networking
|
||||
public const float HighPrioCharacterPositionUpdateInterval = 0.0f;
|
||||
public const float LowPrioCharacterPositionUpdateInterval = 1.0f;
|
||||
|
||||
//how much the physics body of an item has to move until the server
|
||||
//send a position update to clients (in sim units)
|
||||
public const float ItemPosUpdateDistance = 2.0f;
|
||||
|
||||
public const float DeleteDisconnectedTime = 10.0f;
|
||||
public const float DeleteDisconnectedTime = 20.0f;
|
||||
|
||||
public const float ItemConditionUpdateInterval = 0.15f;
|
||||
|
||||
public const float LevelObjectUpdateInterval = 0.5f;
|
||||
|
||||
public const int MaxEventPacketsPerUpdate = 4;
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates the positional error of a physics body towards zero.
|
||||
|
||||
+5
-3
@@ -7,16 +7,17 @@ namespace Barotrauma.Networking
|
||||
abstract class NetEntityEventManager
|
||||
{
|
||||
public const int MaxEventBufferLength = 1024;
|
||||
public const int MaxEventsPerWrite = 64;
|
||||
|
||||
/// <summary>
|
||||
/// Write the events to the outgoing message. The recipient parameter is only needed for ServerEntityEventManager
|
||||
/// </summary>
|
||||
protected void Write(NetOutgoingMessage msg, List<NetEntityEvent> eventsToSync, Client recipient = null)
|
||||
protected void Write(NetOutgoingMessage msg, List<NetEntityEvent> eventsToSync, out List<NetEntityEvent> sentEvents, Client recipient = null)
|
||||
{
|
||||
//write into a temporary buffer so we can write the number of events before the actual data
|
||||
NetBuffer tempBuffer = new NetBuffer();
|
||||
|
||||
sentEvents = new List<NetEntityEvent>();
|
||||
|
||||
int eventCount = 0;
|
||||
foreach (NetEntityEvent e in eventsToSync)
|
||||
{
|
||||
@@ -43,7 +44,7 @@ namespace Barotrauma.Networking
|
||||
continue;
|
||||
}
|
||||
|
||||
if (msg.LengthBytes + tempBuffer.LengthBytes + tempEventBuffer.LengthBytes > NetPeerConfiguration.kDefaultMTU - 20)
|
||||
if (msg.LengthBytes + tempBuffer.LengthBytes + tempEventBuffer.LengthBytes > MaxEventBufferLength)
|
||||
{
|
||||
//no more room in this packet
|
||||
break;
|
||||
@@ -76,6 +77,7 @@ namespace Barotrauma.Networking
|
||||
tempBuffer.Write((byte)tempEventBuffer.LengthBytes);
|
||||
tempBuffer.Write(tempEventBuffer);
|
||||
tempBuffer.WritePadBits();
|
||||
sentEvents.Add(e);
|
||||
}
|
||||
|
||||
eventCount++;
|
||||
|
||||
Reference in New Issue
Block a user