ReliableMessage improvements & bugfixes
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@@ -116,7 +116,7 @@ namespace Barotrauma.Networking
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}
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updateInterval = new TimeSpan(0, 0, 0, 0, 100);
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updateInterval = new TimeSpan(0, 0, 0, 0, 150);
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// Set timer to tick every 50ms
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//update = new System.Timers.Timer(50);
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@@ -302,7 +302,7 @@ namespace Barotrauma.Networking
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{
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base.Update(deltaTime);
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if (!connected || updateTimer > DateTime.Now) return;
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if (!connected) return;
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if (client.ConnectionStatus == NetConnectionStatus.Disconnected)
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{
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@@ -323,6 +323,21 @@ namespace Barotrauma.Networking
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reconnectBox = null;
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}
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try
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{
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CheckServerMessages();
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}
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catch (Exception e)
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{
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#if DEBUG
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DebugConsole.ThrowError("Error while receiving message from server", e);
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#endif
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}
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reliableChannel.Update(deltaTime);
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if (updateTimer > DateTime.Now) return;
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if (myCharacter != null)
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{
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if (myCharacter.IsDead)
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@@ -335,8 +350,6 @@ namespace Barotrauma.Networking
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new NetworkEvent(myCharacter.ID, true);
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}
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}
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reliableChannel.Update(deltaTime);
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foreach (NetworkEvent networkEvent in NetworkEvent.events)
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{
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@@ -353,11 +366,10 @@ namespace Barotrauma.Networking
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NetworkEvent.events.Clear();
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try
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if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.B))
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{
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CheckServerMessages();
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SendChatMessage("asdfsdaf");
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}
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catch { }
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// Update current time
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updateTimer = DateTime.Now + updateInterval;
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