Monster syncing fixes:

- clients freeze and disable AI characters if no updates have been received in a while (due to the monster being far away from player-controlled characters at the servers side for example)
- server disables AI characters that are too far for updates to be sent to clients (-> targets of monster missions can't swim away from the spawnpos and cause the clients' sonars to point to an incorrect position)
This commit is contained in:
Regalis
2017-03-01 23:13:10 +02:00
parent 708a67caeb
commit 65625777e5
3 changed files with 41 additions and 21 deletions
+25 -1
View File
@@ -51,6 +51,22 @@ namespace Barotrauma
if (Controlled == this || !aiController.Enabled) return;
if (GameMain.Client != null)
{
//freeze AI characters if more than 1 seconds have passed since last update from the server
if (lastRecvPositionUpdateTime < NetTime.Now - 1.0f)
{
AnimController.Frozen = true;
memPos.Clear();
//hide after 2 seconds
if (lastRecvPositionUpdateTime < NetTime.Now - 2.0f)
{
Enabled = false;
return;
}
}
}
if (soundTimer > 0)
{
soundTimer -= deltaTime;
@@ -149,11 +165,12 @@ namespace Barotrauma
public override bool ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
{
data = null;
Enabled = true;
//server doesn't accept AICharacter updates from the clients
if (GameMain.Server != null) return false;
Enabled = true;
switch (type)
{
case NetworkEventType.KillCharacter:
@@ -198,6 +215,13 @@ namespace Barotrauma
case NetworkEventType.EntityUpdate:
if (sendingTime <= LastNetworkUpdate) return false;
if (GameMain.Client != null)
{
lastRecvPositionUpdateTime = (float)NetTime.Now;
AnimController.Frozen = false;
Enabled = true;
}
bool playerControlled = message.ReadBoolean();
if (playerControlled)
{