Constant error correction + fixed standing catchup

With constant correction, there's little chance for a large difference to build up, so it becomes practically unnoticeable.
Also added a flag which stops the character from updating client-side until the server sends the spawning position.
This commit is contained in:
juanjp600
2017-01-08 12:20:36 -03:00
parent 7dc474dab4
commit 4b868fc09d
2 changed files with 41 additions and 24 deletions
+11 -7
View File
@@ -20,11 +20,11 @@ namespace Barotrauma
public static bool DisableControls;
private UInt32 netStateID;
/*private UInt32 netStateID;
public UInt32 NetStateID
{
get { return netStateID; }
}
}*/
[Flags]
private enum InputNetFlags : ushort
@@ -70,6 +70,8 @@ namespace Barotrauma
public List<Item> SpawnItems = new List<Item>();
public bool isSynced = false;
private bool enabled;
public bool Enabled
@@ -96,7 +98,7 @@ namespace Barotrauma
private CharacterInventory inventory;
private UInt32 LastNetworkUpdateID = 0;
public UInt32 LastNetworkUpdateID = 0;
//public int LargeUpdateTimer;
@@ -1312,6 +1314,8 @@ namespace Barotrauma
public virtual void Update(Camera cam, float deltaTime)
{
if (GameMain.Client!=null && this==Controlled && !isSynced) return;
if (!Enabled) return;
PreviousHull = CurrentHull;
@@ -1357,10 +1361,10 @@ namespace Barotrauma
memMousePos.RemoveAt(memMousePos.Count - 1);
TransformCursorPos();
if (dequeuedInput == InputNetFlags.None && Math.Abs(AnimController.Collider.LinearVelocity.X) < 0.005f && Math.Abs(AnimController.Collider.LinearVelocity.Y) < 0.005f)
if (dequeuedInput == InputNetFlags.None && Math.Abs(AnimController.Collider.LinearVelocity.X) < 0.005f && Math.Abs(AnimController.Collider.LinearVelocity.Y) < 0.2f)
{
while (memInput.Count > 5 && memInput[memInput.Count - 1] == 0)
while (memInput.Count > 5 && memInput[memInput.Count - 1] == InputNetFlags.None)
{
//remove inputs where the player is not moving at all
//helps the server catch up, shouldn't affect final position
@@ -1387,7 +1391,7 @@ namespace Barotrauma
if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
memInput.Insert(0, newInput);
memMousePos.Insert(0, closestItem!=null ? closestItem.Position : cursorPosition);
memMousePos.Insert(0, /*closestItem!=null ? closestItem.Position : */cursorPosition);
LastNetworkUpdateID++;
if (memInput.Count > 60)
{