(7f12d8742) More reliable firesource syncing: instead of just creating a network event when a firesource is created/removed and trusting that the fire behaves deterministically enough to stay in sync between the client and server, create events at 0.5 s intervals when there's fire in a hull. Closes #721

This commit is contained in:
Joonas Rikkonen
2019-04-25 17:43:13 +03:00
parent 907df8fa09
commit 4e20fe871f
3 changed files with 2 additions and 17 deletions
@@ -417,11 +417,6 @@ namespace Barotrauma
public void AddFireSource(FireSource fireSource)
{
FireSources.Add(fireSource);
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !IdFreed)
{
GameMain.NetworkMember.CreateEntityEvent(this);
}
}
public override void Update(float deltaTime, Camera cam)
@@ -589,11 +584,6 @@ namespace Barotrauma
public void RemoveFire(FireSource fire)
{
FireSources.Remove(fire);
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !Removed && !IdFreed)
{
GameMain.NetworkMember.CreateEntityEvent(this);
}
}
public IEnumerable<Hull> GetConnectedHulls(int? searchDepth)