ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)

+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
This commit is contained in:
Regalis
2017-02-09 18:56:28 +02:00
parent 1f16bef01c
commit 52bf73722f
29 changed files with 959 additions and 827 deletions
+1 -1
View File
@@ -536,7 +536,7 @@ namespace Barotrauma.Items.Components
msg.WriteRangedSingle(stuck, 0.0f, 100.0f, 8);
}
public void ClientRead(ServerNetObject type, Lidgren.Network.NetIncomingMessage msg, float sendingTime)
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
{
SetState(msg.ReadBoolean(), true);
Stuck = msg.ReadRangedSingle(0.0f, 100.0f, 8);