Reactors, sonars, nav terminals, pumps and batteries use similar delayed correction logic as doors and inventories.
I.e. the clients delay correcting the state of the item until the local player stops manipulating the state (atm the delay is 1 sec). Prevents pumping speeds, steering directions and whatnot from switching to an old state and back - now the corrections should not be visible to the players unless the client predicts the state wrong.
This commit is contained in:
@@ -80,6 +80,7 @@ namespace Barotrauma.Items.Components
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}
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else if (GameMain.Client != null)
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{
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correctionTimer = CorrectionDelay;
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item.CreateClientEvent(this);
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}
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@@ -97,6 +98,7 @@ namespace Barotrauma.Items.Components
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}
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else if (GameMain.Client != null)
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{
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correctionTimer = CorrectionDelay;
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item.CreateClientEvent(this);
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}
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@@ -114,6 +116,7 @@ namespace Barotrauma.Items.Components
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}
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else if (GameMain.Client != null)
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{
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correctionTimer = CorrectionDelay;
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item.CreateClientEvent(this);
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}
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@@ -234,7 +237,7 @@ namespace Barotrauma.Items.Components
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msg.Write(IsActive);
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}
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public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c)
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public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Client c)
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{
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float flowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
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bool isActive = msg.ReadBoolean();
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@@ -243,9 +246,12 @@ namespace Barotrauma.Items.Components
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FlowPercentage = flowPercentage;
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IsActive = isActive;
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//notify all clients of the changed state
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item.CreateServerEvent(this);
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}
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public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
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public void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null)
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{
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//flowpercentage can only be adjusted at 10% intervals -> no need for more accuracy than this
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msg.WriteRangedInteger(-10, 10, (int)(flowPercentage / 10.0f));
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@@ -254,6 +260,12 @@ namespace Barotrauma.Items.Components
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public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
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{
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if (correctionTimer > 0.0f)
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{
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StartDelayedCorrection(type, msg.ExtractBits(5 + 1), sendingTime);
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return;
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}
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FlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
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IsActive = msg.ReadBoolean();
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}
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@@ -64,6 +64,7 @@ namespace Barotrauma.Items.Components
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else if (GameMain.Client != null)
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{
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item.CreateClientEvent(this);
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correctionTimer = CorrectionDelay;
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}
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IsActive = box.Selected;
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@@ -450,6 +451,12 @@ namespace Barotrauma.Items.Components
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public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
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{
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if (correctionTimer > 0.0f)
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{
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StartDelayedCorrection(type, msg.ExtractBits(1), sendingTime);
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return;
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}
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IsActive = msg.ReadBoolean();
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isActiveTickBox.Selected = IsActive;
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}
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@@ -10,7 +10,7 @@ namespace Barotrauma.Items.Components
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{
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class Reactor : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
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{
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const float NetworkUpdateInterval = 3.0f;
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const float NetworkUpdateInterval = 0.5f;
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//the rate at which the reactor is being run un
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//higher rates generate more power (and heat)
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@@ -553,16 +553,18 @@ namespace Barotrauma.Items.Components
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public void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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msg.Write(autoTemp);
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msg.WriteRangedSingle(shutDownTemp, 0.0f, 10000.0f, 8);
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msg.WriteRangedSingle(shutDownTemp, 0.0f, 10000.0f, 15);
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msg.WriteRangedSingle(coolingRate, 0.0f, 100.0f, 8);
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msg.WriteRangedSingle(fissionRate, 0.0f, 100.0f, 8);
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correctionTimer = CorrectionDelay;
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}
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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bool autoTemp = msg.ReadBoolean();
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float shutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 8);
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float shutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 15);
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float coolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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float fissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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@@ -583,7 +585,7 @@ namespace Barotrauma.Items.Components
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msg.WriteRangedSingle(temperature, 0.0f, 10000.0f, 16);
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msg.Write(autoTemp);
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msg.WriteRangedSingle(shutDownTemp, 0.0f, 10000.0f, 8);
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msg.WriteRangedSingle(shutDownTemp, 0.0f, 10000.0f, 15);
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msg.WriteRangedSingle(coolingRate, 0.0f, 100.0f, 8);
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msg.WriteRangedSingle(fissionRate, 0.0f, 100.0f, 8);
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@@ -591,10 +593,16 @@ namespace Barotrauma.Items.Components
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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if (correctionTimer > 0.0f)
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{
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StartDelayedCorrection(type, msg.ExtractBits(16 + 1 + 15 + 8 + 8), sendingTime);
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return;
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}
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Temperature = msg.ReadRangedSingle(0.0f, 10000.0f, 16);
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AutoTemp = msg.ReadBoolean();
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ShutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 8);
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ShutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 15);
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CoolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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FissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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@@ -146,6 +146,7 @@ namespace Barotrauma.Items.Components
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if (GameMain.Client != null)
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{
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item.CreateClientEvent(this);
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correctionTimer = CorrectionDelay;
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}
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else if (GameMain.Server != null)
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{
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@@ -597,6 +598,8 @@ namespace Barotrauma.Items.Components
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public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
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{
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long msgStartPos = msg.Position;
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bool autoPilot = msg.ReadBoolean();
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Vector2 newTargetVelocity = targetVelocity;
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bool maintainPos = false;
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@@ -622,6 +625,14 @@ namespace Barotrauma.Items.Components
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newTargetVelocity = new Vector2(msg.ReadFloat(), msg.ReadFloat());
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}
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if (correctionTimer > 0.0f)
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{
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int msgLength = (int)(msg.Position - msgStartPos);
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msg.Position = msgStartPos;
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StartDelayedCorrection(type, msg.ExtractBits(msgLength), sendingTime);
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return;
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}
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AutoPilot = autoPilot;
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if (!AutoPilot)
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