Merge remote-tracking branch 'upstream/master' into develop
This commit is contained in:
@@ -1,6 +1,7 @@
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using Barotrauma.Networking;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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@@ -88,5 +89,16 @@ namespace Barotrauma
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{
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GameServer.Log($"{GameServer.CharacterLogName(this)} has gained the talent '{talentPrefab.DisplayName}'", ServerLog.MessageType.Talent);
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}
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private void SyncInGameEditables(Item item)
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{
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foreach (ItemComponent itemComponent in item.Components)
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{
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foreach (var serializableProperty in SerializableProperty.GetProperties<InGameEditable>(itemComponent))
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{
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GameMain.Server.CreateEntityEvent(item, new Item.ChangePropertyEventData(serializableProperty, itemComponent));
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}
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}
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}
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}
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}
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@@ -431,21 +431,33 @@ namespace Barotrauma
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tempBuffer.WriteSingle(SimPosition.Y);
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float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
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AnimController.Collider.LinearVelocity = new Vector2(
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MathHelper.Clamp(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel),
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MathHelper.Clamp(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel));
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NetConfig.Quantize(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel, 12),
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NetConfig.Quantize(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12));
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tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel, 12);
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tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12);
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bool fixedRotation = AnimController.Collider.FarseerBody.FixedRotation || !AnimController.Collider.PhysEnabled;
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AnimController.TargetMovement = new Vector2(
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NetConfig.Quantize(AnimController.TargetMovement.X, -Ragdoll.MAX_SPEED, Ragdoll.MAX_SPEED, 12),
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NetConfig.Quantize(AnimController.TargetMovement.Y, -Ragdoll.MAX_SPEED, Ragdoll.MAX_SPEED, 12));
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tempBuffer.WriteRangedSingle(AnimController.TargetMovement.X, -Ragdoll.MAX_SPEED, Ragdoll.MAX_SPEED, 12);
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tempBuffer.WriteRangedSingle(AnimController.TargetMovement.Y, -Ragdoll.MAX_SPEED, Ragdoll.MAX_SPEED, 12);
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bool fixedRotation = AnimController.Collider.FarseerBody.FixedRotation;
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tempBuffer.WriteBoolean(fixedRotation);
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if (!fixedRotation)
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{
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tempBuffer.WriteSingle(AnimController.Collider.Rotation);
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float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
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AnimController.Collider.AngularVelocity = NetConfig.Quantize(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
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AnimController.Collider.AngularVelocity =
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AnimController.Collider.PhysEnabled ?
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0.0f :
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NetConfig.Quantize(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
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tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel), -MaxAngularVel, MaxAngularVel, 8);
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}
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tempBuffer.WriteBoolean(AnimController.IgnorePlatforms);
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bool writeStatus = healthUpdateTimer <= 0.0f;
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tempBuffer.WriteBoolean(writeStatus);
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if (writeStatus)
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@@ -0,0 +1,70 @@
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class Limb : ISerializableEntity, ISpatialEntity
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{
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/// <summary>
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/// An invisible "ghost body" used for doing lag compensation server side by allowing clients' shots to hit bodies at the positions where
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/// they "used to be" back when the client fired a weapon.
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/// </summary>
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public PhysicsBody LagCompensatedBody { get; private set; }
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/// <summary>
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/// A queue of past positions of the limb.
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/// </summary>
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public Queue<PosInfo> MemState { get; } = new Queue<PosInfo>();
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partial void InitProjSpecific(ContentXElement element)
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{
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LagCompensatedBody = new PhysicsBody(Params, findNewContacts: false)
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{
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BodyType = FarseerPhysics.BodyType.Static,
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CollisionCategories = Physics.CollisionLagCompensationBody,
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CollidesWith = Physics.CollisionNone,
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UserData = this
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};
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}
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partial void UpdateProjSpecific(float deltaTime)
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{
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if (GameMain.Server == null) { return; }
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MemState.Enqueue(new PosInfo(body.SimPosition, body.Rotation, body.LinearVelocity, body.AngularVelocity, (float)Timing.TotalTime));
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//clear old states
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while (
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MemState.Any() &&
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MemState.Peek().Timestamp < Timing.TotalTime - GameMain.Server.ServerSettings.MaxLagCompensationSeconds)
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{
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MemState.Dequeue();
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}
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}
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public static void SetLagCompensatedBodyPositions(Client client)
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{
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if (GameMain.Server == null) { return; }
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//convert from milliseconds to seconds, assume latency is symmetrical (time from client to server is half of the roundtrip time / ping)
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float latency = client.Ping / 1000.0f / 2;
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float time = (float)Timing.TotalTime - MathUtils.Min(latency, GameMain.Server.ServerSettings.MaxLagCompensationSeconds);
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foreach (var character in Character.CharacterList)
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{
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foreach (var limb in character.AnimController.Limbs)
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{
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if (limb.body.Enabled == false || limb.IgnoreCollisions) { continue; }
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var matchingState = limb.MemState.FirstOrDefault(l => l.Timestamp <= time);
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if (matchingState == null) { continue; }
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limb.LagCompensatedBody.SetTransformIgnoreContacts(matchingState.Position, matchingState.Rotation ?? 0.0f);
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}
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}
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}
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partial void RemoveProjSpecific()
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{
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LagCompensatedBody.Remove();
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}
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}
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}
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