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
+56 -26
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();
}