8a2a718...633e54b
commit 633e54b2ffb4e5ec13c1fa5ce8170f5e726f8e10
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Tue Mar 19 18:02:21 2019 +0200
Include level equality check value in round start messages, so clients immediately know if the level generated at their end doesn't match the one generated by the server (which will cause ID mismatches and more hard-to-diagnose desync kicks during the rounds). Related to #848
commit 68e410705115ece2fcc4ca9c7d9856cc1dd5c1f8
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Tue Mar 19 18:01:01 2019 +0200
Readded client error handling from ef9afed. Not sure how it got removed, probably a messed up merge somewhere down the line when working on the client-server-separation branch or when merging the Steam version work from dev to master. In any case this should help diagnose desync kicks such as #1293.
This commit is contained in:
+4
-2
@@ -114,9 +114,9 @@ namespace Barotrauma.Networking
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private UInt16? firstNewID;
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/// <summary>
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/// Read the events from the message, ignoring ones we've already received
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/// Read the events from the message, ignoring ones we've already received. Returns false if reading the events fails.
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/// </summary>
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public void Read(ServerNetObject type, NetIncomingMessage msg, float sendingTime, List<IServerSerializable> entities)
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public bool Read(ServerNetObject type, NetIncomingMessage msg, float sendingTime, List<IServerSerializable> entities)
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{
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UInt16 unreceivedEntityEventCount = 0;
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@@ -192,6 +192,7 @@ namespace Barotrauma.Networking
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"Received msg " + thisEventID + ", entity " + entityID + " not found",
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Microsoft.Xna.Framework.Color.Red);
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GameMain.Client.ReportError(ClientNetError.MISSING_ENTITY, eventID: thisEventID, entityID: entityID);
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return false;
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}
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msg.Position += msgLength * 8;
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@@ -230,6 +231,7 @@ namespace Barotrauma.Networking
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}
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msg.ReadPadBits();
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}
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return true;
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}
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protected override void WriteEvent(NetBuffer buffer, NetEntityEvent entityEvent, Client recipient = null)
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