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
@@ -431,7 +431,7 @@ 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)
{
bool isActive = msg.ReadBoolean();
@@ -448,7 +448,7 @@ 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)
{
IsActive = msg.ReadBoolean();
isActiveTickBox.Selected = IsActive;