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
@@ -234,7 +234,7 @@ namespace Barotrauma.Items.Components
msg.Write(IsActive);
}
public void ServerRead(ClientNetObject type, Lidgren.Network.NetIncomingMessage msg, Barotrauma.Networking.Client c)
public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c)
{
float flowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
bool isActive = msg.ReadBoolean();
@@ -252,7 +252,7 @@ namespace Barotrauma.Items.Components
msg.Write(IsActive);
}
public void ClientRead(ServerNetObject type, Lidgren.Network.NetIncomingMessage msg, float sendingTime)
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
{
FlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
IsActive = msg.ReadBoolean();