Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode

This commit is contained in:
juanjp600
2017-01-05 22:37:45 -03:00
10 changed files with 150 additions and 44 deletions

View File

@@ -188,7 +188,7 @@ namespace Barotrauma
if (Screen.Selected == GameMain.GameScreen)
{
var closestSub = Submarine.GetClosest(WorldViewCenter);
var closestSub = Submarine.FindClosest(WorldViewCenter);
if (closestSub != null)
{
moveCam += FarseerPhysics.ConvertUnits.ToDisplayUnits(closestSub.Velocity * deltaTime);

View File

@@ -1206,6 +1206,23 @@ namespace Barotrauma
{
if (GameMain.NetworkMember == null) return;
for (int i = 0; i < character.MemPos.Count; i++ )
{
if (character.Submarine == null)
{
//transform in-sub coordinates to outside coordinates
if (character.MemPos[i].Position.Y > ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemPos[i] = PosInfo.TransformInToOutside(character.MemPos[i]);
}
else if (currentHull != null)
{
//transform outside coordinates to in-sub coordinates
if (character.MemPos[i].Position.Y < ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemPos[i] = PosInfo.TransformOutToInside(character.MemPos[i], currentHull.Submarine);
}
}
if (character != GameMain.NetworkMember.Character || !character.AllowMovement)
{
//use simple interpolation for other players' characters and characters that can't move
@@ -1227,6 +1244,22 @@ namespace Barotrauma
}
else
{
for (int i = 0; i < character.MemLocalPos.Count; i++)
{
if (character.Submarine == null)
{
//transform in-sub coordinates to outside coordinates
if (character.MemLocalPos[i].Position.Y > ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemLocalPos[i] = PosInfo.TransformInToOutside(character.MemLocalPos[i]);
}
else if (currentHull != null)
{
//transform outside coordinates to in-sub coordinates
if (character.MemLocalPos[i].Position.Y < ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
character.MemLocalPos[i] = PosInfo.TransformOutToInside(character.MemLocalPos[i], currentHull.Submarine);
}
}
if (character.MemPos.Count < 1) return;
overrideTargetMovement = Vector2.Zero;
@@ -1245,7 +1278,7 @@ namespace Barotrauma
if (errorMagnitude > 2.0f)
{
//predicted position was way off, reset completely
Collider.SetTransform(serverPos.Position, Collider.Rotation);
SetPosition(serverPos.Position, false);
//local positions are incorrect now -> just clear the list
character.MemLocalPos.Clear();
}

View File

@@ -1101,6 +1101,27 @@ namespace Barotrauma
return closestCharacter;
}
private void TransformCursorPos()
{
if (Submarine == null)
{
//character is outside but cursor position inside
if (cursorPosition.Y > Level.Loaded.Size.Y)
{
var sub = Submarine.FindContaining(cursorPosition);
if (sub != null) cursorPosition += sub.Position;
}
}
else
{
//character is inside but cursor position is outside
if (cursorPosition.Y < Level.Loaded.Size.Y)
{
cursorPosition -= Submarine.Position;
}
}
}
private void SelectCharacter(Character character)
{
if (character == null) return;
@@ -1315,41 +1336,46 @@ namespace Barotrauma
{
if (GameMain.Server != null && !(this is AICharacter) && AllowMovement)
{
if (memInput.Count > 0)
if (memInput.Count == 0)
{
AnimController.Frozen = false;
prevDequeuedInput = dequeuedInput;
dequeuedInput = memInput[memInput.Count - 1];
cursorPosition = memMousePos[memMousePos.Count - 1];
memInput.RemoveAt(memInput.Count - 1);
memMousePos.RemoveAt(memMousePos.Count - 1);
if (dequeuedInput == InputNetFlags.None)
if (AllowMovement) AnimController.Frozen = true;
return;
}
AnimController.Frozen = false;
prevDequeuedInput = dequeuedInput;
dequeuedInput = memInput[memInput.Count - 1];
memInput.RemoveAt(memInput.Count - 1);
cursorPosition = memMousePos[memMousePos.Count - 1];
memMousePos.RemoveAt(memMousePos.Count - 1);
TransformCursorPos();
if (dequeuedInput == InputNetFlags.None)
{
if (isStillCountdown <= 0)
{
if (isStillCountdown<=0)
while (memInput.Count > 5 && memInput[memInput.Count - 1] == 0)
{
while (memInput.Count>5 && memInput[memInput.Count-1]==0)
{
//remove inputs where the player is not moving at all
//helps the server catch up, shouldn't affect final position
memInput.RemoveAt(memInput.Count - 1);
memMousePos.RemoveAt(memMousePos.Count - 1);
}
isStillCountdown = 15;
//remove inputs where the player is not moving at all
//helps the server catch up, shouldn't affect final position
memInput.RemoveAt(memInput.Count - 1);
memMousePos.RemoveAt(memMousePos.Count - 1);
}
else
{
isStillCountdown--;
}
} else
{
isStillCountdown = 15;
}
else
{
isStillCountdown--;
}
}
else
{
if (AllowMovement) AnimController.Frozen = true;
return;
}
isStillCountdown = 15;
}
}
}
else if (GameMain.Client != null)
@@ -2089,6 +2115,8 @@ namespace Barotrauma
if (aiming)
{
//TODO: write this with less accuracy?
msg.Write(cursorPosition.X);
msg.Write(cursorPosition.Y);
}
@@ -2153,6 +2181,8 @@ namespace Barotrauma
cursorPosition = new Vector2(
msg.ReadFloat(),
msg.ReadFloat());
TransformCursorPos();
}
facingRight = msg.ReadBoolean();
}

View File

@@ -163,7 +163,7 @@ namespace Barotrauma
return null;
}
Submarine closestSub = Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter);
Submarine closestSub = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
if (closestSub != null && (closestSub.AtEndPosition || closestSub.AtStartPosition))
{
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;

View File

@@ -34,7 +34,7 @@ namespace Barotrauma
{
public static string SavePath = "Submarines";
public static readonly Vector2 HiddenSubStartPosition = new Vector2(-50000.0f, 80000.0f);
public static readonly Vector2 HiddenSubStartPosition = new Vector2(-50000.0f, 10000.0f);
//position of the "actual submarine" which is rendered wherever the SubmarineBody is
//should be in an unreachable place
public Vector2 HiddenSubPosition
@@ -811,7 +811,7 @@ namespace Barotrauma
//Level.Loaded.Move(-amount);
}
public static Submarine GetClosest(Vector2 worldPosition)
public static Submarine FindClosest(Vector2 worldPosition)
{
Submarine closest = null;
float closestDist = 0.0f;
@@ -828,6 +828,24 @@ namespace Barotrauma
return closest;
}
/// <summary>
/// Finds the sub whose borders contain the position
/// </summary>
public static Submarine FindContaining(Vector2 position)
{
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Microsoft.Xna.Framework.Point(0, sub.Borders.Height);
subBorders.Inflate(500.0f, 500.0f);
if (subBorders.Contains(position)) return sub;
}
return null;
}
//saving/loading ----------------------------------------------------
public bool Save()
@@ -1054,7 +1072,13 @@ namespace Barotrauma
Description = ToolBox.GetAttributeString(submarineElement, "description", "");
Enum.TryParse(ToolBox.GetAttributeString(submarineElement, "tags", ""), out tags);
//place the sub above the top of the level
HiddenSubPosition = HiddenSubStartPosition;
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
HiddenSubPosition += Vector2.UnitY * GameMain.GameSession.Level.Size.Y;
}
foreach (Submarine sub in Submarine.loaded)
{
HiddenSubPosition += Vector2.UnitY * (sub.Borders.Height + 5000.0f);

View File

@@ -207,7 +207,7 @@ namespace Barotrauma
Submarine closestSub = null;
if (Character.Controlled == null)
{
closestSub = Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter);
closestSub = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
}
else
{

View File

@@ -128,6 +128,8 @@ namespace Barotrauma.Networking
config.SimulatedDuplicatesChance = 0.05f;
config.SimulatedMinimumLatency = 0.1f;
config.SimulatedRandomLatency = 0.05f;
config.ConnectionTimeout = 600.0f;
#endif
config.DisableMessageType(NetIncomingMessageType.DebugMessage | NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt

View File

@@ -76,6 +76,8 @@ namespace Barotrauma.Networking
config.SimulatedRandomLatency = 0.05f;
config.SimulatedDuplicatesChance = 0.05f;
config.SimulatedMinimumLatency = 0.1f;
config.ConnectionTimeout = 600.0f;
#endif
config.Port = port;
Port = port;
@@ -472,16 +474,9 @@ namespace Barotrauma.Networking
foreach (Client c in ConnectedClients)
{
if (gameStarted)
if (gameStarted && c.inGame)
{
if (c.inGame)
{
ClientWriteIngame(c);
}
else
{
ClientWriteLobby(c);
}
ClientWriteIngame(c);
}
else
{
@@ -606,7 +601,6 @@ namespace Barotrauma.Networking
//break;
}
}
}
private void ClientReadIngame(NetIncomingMessage inc)
@@ -617,6 +611,8 @@ namespace Barotrauma.Networking
inc.SenderConnection.Disconnect("You're not a connected client.");
return;
}
if (gameStarted) c.inGame = true;
ClientNetObject objHeader;
while ((objHeader = (ClientNetObject)inc.ReadByte()) != ClientNetObject.END_OF_MESSAGE)
@@ -924,7 +920,6 @@ namespace Barotrauma.Networking
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
foreach (Client client in connectedClients)
{
client.inGame = true;
if (client.characterInfo == null)
{
client.characterInfo = new CharacterInfo(Character.HumanConfigFile, client.name);

View File

@@ -37,6 +37,28 @@ namespace Barotrauma
Timestamp = time;
}
public static PosInfo TransformOutToInside(PosInfo posInfo, Submarine submarine)
{
//transform outside coordinates to in-sub coordinates
return new PosInfo(
posInfo.Position - ConvertUnits.ToSimUnits(submarine.Position),
posInfo.Direction,
posInfo.ID,
posInfo.Timestamp);
}
public static PosInfo TransformInToOutside(PosInfo posInfo)
{
var sub = Submarine.FindContaining(ConvertUnits.ToDisplayUnits(posInfo.Position));
if (sub == null) return posInfo;
return new PosInfo(
posInfo.Position + ConvertUnits.ToSimUnits(sub.Position),
posInfo.Direction,
posInfo.ID,
posInfo.Timestamp);
}
}
class PhysicsBody

View File

@@ -118,7 +118,7 @@ namespace Barotrauma
if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null &&
!DebugConsole.IsOpen)
{
var closestSub = Submarine.GetClosest(cam.WorldViewCenter);
var closestSub = Submarine.FindClosest(cam.WorldViewCenter);
if (closestSub == null) closestSub = GameMain.GameSession.Submarine;
Vector2 targetMovement = Vector2.Zero;