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
@@ -453,7 +453,7 @@ namespace Barotrauma.Items.Components
msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
}
public void ServerRead(ClientNetObject type, NetIncomingMessage msg, Client c)
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
{
int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
@@ -482,7 +482,7 @@ namespace Barotrauma.Items.Components
msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
}
public void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);