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
@@ -354,6 +354,8 @@ namespace Barotrauma.Networking
{
if (respawnManager != null) respawnManager.Update(deltaTime);
entityEventManager.Update();
bool isCrewDead =
connectedClients.Find(c => c.Character != null && !c.Character.IsDead)==null &&
(myCharacter == null || myCharacter.IsDead);