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
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@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
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}
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}
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public void ServerRead(ClientNetObject type, NetIncomingMessage msg, Client c)
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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int[] wireCounts = new int[Connections.Count];
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Wire[,] wires = new Wire[Connections.Count, Connection.MaxLinked];
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@@ -244,7 +244,7 @@ namespace Barotrauma.Items.Components
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ClientWrite(msg, extraData);
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}
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public void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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foreach (Connection connection in Connections)
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{
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