Some refactoring: made PosInfo a class and moved character-specific fields to a "CharacterStateInfo" subclass
This commit is contained in:
@@ -595,15 +595,15 @@ namespace Barotrauma
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}
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}
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if (character.MemPos.Count > 1)
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if (character.MemState.Count > 1)
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{
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Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemPos[0].Position);
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Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemState[0].Position);
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if (currentHull != null) prevPos += currentHull.Submarine.DrawPosition;
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prevPos.Y = -prevPos.Y;
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for (int i = 1; i < character.MemPos.Count; i++ )
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for (int i = 1; i < character.MemState.Count; i++ )
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{
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Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemPos[i].Position);
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Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemState[i].Position);
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if (currentHull != null) currPos += currentHull.Submarine.DrawPosition;
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currPos.Y = -currPos.Y;
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@@ -1232,19 +1232,19 @@ namespace Barotrauma
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{
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if (GameMain.NetworkMember == null) return;
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for (int i = 0; i < character.MemPos.Count; i++ )
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for (int i = 0; i < character.MemState.Count; i++ )
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{
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if (character.Submarine == null)
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{
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//transform in-sub coordinates to outside coordinates
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if (character.MemPos[i].Position.Y > ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
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character.MemPos[i] = PosInfo.TransformInToOutside(character.MemPos[i]);
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if (character.MemState[i].Position.Y > ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
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character.MemState[i].TransformInToOutside();
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}
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else if (currentHull != null)
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{
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//transform outside coordinates to in-sub coordinates
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if (character.MemPos[i].Position.Y < ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
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character.MemPos[i] = PosInfo.TransformOutToInside(character.MemPos[i], currentHull.Submarine);
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if (character.MemState[i].Position.Y < ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
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character.MemState[i].TransformOutToInside(currentHull.Submarine);
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}
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}
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@@ -1253,20 +1253,20 @@ namespace Barotrauma
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if (character != GameMain.NetworkMember.Character || !character.AllowInput)
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{
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//use simple interpolation for other players' characters and characters that can't move
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if (character.MemPos.Count > 0)
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if (character.MemState.Count > 0)
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{
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if (character.MemPos[0].Interact == null)
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if (character.MemState[0].Interact == null)
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{
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character.DeselectCharacter();
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character.SelectedConstruction = null;
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}
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else if (character.MemPos[0].Interact is Character)
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else if (character.MemState[0].Interact is Character)
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{
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character.SelectCharacter((Character)character.MemPos[0].Interact);
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character.SelectCharacter((Character)character.MemState[0].Interact);
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}
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else if (character.MemPos[0].Interact is Item)
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else if (character.MemState[0].Interact is Item)
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{
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var newSelectedConstruction = (Item)character.MemPos[0].Interact;
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var newSelectedConstruction = (Item)character.MemState[0].Interact;
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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{
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newSelectedConstruction.Pick(character, true, true);
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@@ -1274,7 +1274,7 @@ namespace Barotrauma
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}
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Collider.LinearVelocity = Vector2.Zero;
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Collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
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Collider.CorrectPosition(character.MemState, deltaTime, out overrideTargetMovement);
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//unconscious/dead characters can't correct their position using AnimController movement
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// -> we need to correct it manually
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@@ -1285,46 +1285,46 @@ namespace Barotrauma
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MainLimb.pullJoint.Enabled = true;
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}
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}
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character.MemLocalPos.Clear();
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character.MemLocalState.Clear();
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}
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else
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{
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for (int i = 0; i < character.MemLocalPos.Count; i++)
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for (int i = 0; i < character.MemLocalState.Count; i++)
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{
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if (character.Submarine == null)
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{
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//transform in-sub coordinates to outside coordinates
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if (character.MemLocalPos[i].Position.Y > ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
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character.MemLocalPos[i] = PosInfo.TransformInToOutside(character.MemLocalPos[i]);
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if (character.MemLocalState[i].Position.Y > ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
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character.MemLocalState[i].TransformInToOutside();
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}
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else if (currentHull != null)
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{
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//transform outside coordinates to in-sub coordinates
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if (character.MemLocalPos[i].Position.Y < ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
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character.MemLocalPos[i] = PosInfo.TransformOutToInside(character.MemLocalPos[i], currentHull.Submarine);
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if (character.MemLocalState[i].Position.Y < ConvertUnits.ToSimUnits(Level.Loaded.Size.Y))
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character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
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}
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}
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if (character.MemPos.Count < 1) return;
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if (character.MemState.Count < 1) return;
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overrideTargetMovement = Vector2.Zero;
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PosInfo serverPos = character.MemPos.Last();
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CharacterStateInfo serverPos = character.MemState.Last();
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if (!character.isSynced)
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{
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SetPosition(serverPos.Position, false);
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Collider.LinearVelocity = Vector2.Zero;
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character.MemLocalPos.Clear();
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character.MemLocalState.Clear();
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character.LastNetworkUpdateID = serverPos.ID;
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character.isSynced = true;
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return;
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}
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int localPosIndex = character.MemLocalPos.FindIndex(m => m.ID == serverPos.ID);
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int localPosIndex = character.MemLocalState.FindIndex(m => m.ID == serverPos.ID);
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if (localPosIndex > -1)
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{
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PosInfo localPos = character.MemLocalPos[localPosIndex];
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CharacterStateInfo localPos = character.MemLocalState[localPosIndex];
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//the entity we're interacting with doesn't match the server's
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if (localPos.Interact != serverPos.Interact)
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@@ -1349,22 +1349,21 @@ namespace Barotrauma
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}
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Vector2 positionError = serverPos.Position - localPos.Position;
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for (int i = localPosIndex; i < character.MemLocalPos.Count; i++)
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for (int i = localPosIndex; i < character.MemLocalState.Count; i++)
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{
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character.MemLocalPos[i] =
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new PosInfo(
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character.MemLocalPos[i].Position + positionError,
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character.MemLocalPos[i].Direction,
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character.MemLocalPos[i].ID,
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0.0f,
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character.MemLocalPos[i].Interact);
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character.MemLocalState[i] =
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new CharacterStateInfo(
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character.MemLocalState[i].Position + positionError,
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character.MemLocalState[i].ID,
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character.MemLocalState[i].Direction,
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character.MemLocalState[i].Interact);
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}
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Collider.SetTransform(Collider.SimPosition + positionError, Collider.Rotation);
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}
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if (character.MemLocalPos.Count > 120) character.MemLocalPos.RemoveRange(0, character.MemLocalPos.Count - 120);
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character.MemPos.Clear();
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if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
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character.MemState.Clear();
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}
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}
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@@ -198,17 +198,6 @@ namespace Barotrauma
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get { return Submarine == null ? cursorPosition : cursorPosition + Submarine.Position; }
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}
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public List<PosInfo> MemPos
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{
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get { return memPos; }
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}
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public List<PosInfo> MemLocalPos
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{
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get { return memLocalPos; }
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}
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public Character ClosestCharacter
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{
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get { return closestCharacter; }
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@@ -843,9 +832,9 @@ namespace Barotrauma
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}
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else if (GameMain.Client != null && Character.controlled != this)
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{
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if (memPos.Count > 0)
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if (memState.Count > 0)
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{
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AnimController.TargetDir = memPos[0].Direction;
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AnimController.TargetDir = memState[0].Direction;
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}
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}
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@@ -1547,7 +1536,7 @@ namespace Barotrauma
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if (aiTarget != null) aiTarget.Draw(spriteBatch);
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}
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if (memPos != null && memPos.Count > 0 && controlled == this)
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/*if (memPos != null && memPos.Count > 0 && controlled == this)
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{
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PosInfo serverPos = memPos.Last();
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Vector2 remoteVec = ConvertUnits.ToDisplayUnits(serverPos.Position);
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@@ -1559,8 +1548,8 @@ namespace Barotrauma
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PosInfo localPos = memLocalPos.Find(m => m.ID == serverPos.ID);
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int mpind = memLocalPos.FindIndex(lp => lp.ID == localPos.ID);
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PosInfo? localPos1 = mpind > 0 ? memLocalPos[mpind - 1] : (PosInfo?)null;
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PosInfo? localPos2 = mpind < memLocalPos.Count-1 ? memLocalPos[mpind + 1] : (PosInfo?)null;
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PosInfo localPos1 = mpind > 0 ? memLocalPos[mpind - 1] : null;
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PosInfo localPos2 = mpind < memLocalPos.Count-1 ? memLocalPos[mpind + 1] : null;
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Vector2 localVec = ConvertUnits.ToDisplayUnits(localPos.Position);
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Vector2 localVec1 = localPos1 != null ? ConvertUnits.ToDisplayUnits(((PosInfo)localPos1).Position) : Vector2.Zero;
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@@ -1578,7 +1567,7 @@ namespace Barotrauma
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//GUI.DrawLine(spriteBatch, remoteVec, localVec, Color.Yellow, 0, 10);
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if (localPos1 != null) GUI.DrawLine(spriteBatch, remoteVec, localVec1, Color.Lime, 0, 2);
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if (localPos2 != null) GUI.DrawLine(spriteBatch, remoteVec + Vector2.One, localVec2 + Vector2.One, Color.Red, 0, 2);
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}
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}*/
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Vector2 mouseDrawPos = CursorWorldPosition;
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mouseDrawPos.Y = -mouseDrawPos.Y;
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@@ -4,11 +4,33 @@ using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Barotrauma
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{
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{
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class CharacterStateInfo : PosInfo
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{
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public readonly Direction Direction;
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public readonly Entity Interact; //the entity being interacted with
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public CharacterStateInfo(Vector2 pos, float time, Direction dir, Entity interact)
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: this(pos, 0, time, dir, interact)
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{
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}
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public CharacterStateInfo(Vector2 pos, UInt16 ID, Direction dir, Entity interact)
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: this(pos, ID, 0.0f, dir, interact)
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{
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}
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protected CharacterStateInfo(Vector2 pos, UInt16 ID, float time, Direction dir, Entity interact)
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: base(pos, ID, time)
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{
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Direction = dir;
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Interact = interact;
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}
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}
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partial class Character
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{
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[Flags]
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@@ -50,13 +72,23 @@ namespace Barotrauma
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private List<NetInputMem> memInput = new List<NetInputMem>();
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private List<PosInfo> memPos = new List<PosInfo>();
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private List<PosInfo> memLocalPos = new List<PosInfo>();
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private List<CharacterStateInfo> memState = new List<CharacterStateInfo>();
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private List<CharacterStateInfo> memLocalState = new List<CharacterStateInfo>();
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private bool networkUpdateSent;
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public bool isSynced = false;
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public List<CharacterStateInfo> MemState
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{
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get { return memState; }
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}
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public List<CharacterStateInfo> MemLocalState
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{
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get { return memLocalState; }
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}
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private void UpdateNetInput()
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{
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if (this != Character.Controlled)
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@@ -67,7 +99,7 @@ namespace Barotrauma
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if (lastRecvPositionUpdateTime < NetTime.Now - 1.0f)
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{
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AnimController.Frozen = true;
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memPos.Clear();
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memState.Clear();
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//hide after 2 seconds
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if (lastRecvPositionUpdateTime < NetTime.Now - 2.0f)
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{
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@@ -127,13 +159,13 @@ namespace Barotrauma
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}
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else if (GameMain.Client != null)
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{
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var posInfo = new PosInfo(
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SimPosition,
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var posInfo = new CharacterStateInfo(
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SimPosition,
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LastNetworkUpdateID,
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AnimController.TargetDir,
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LastNetworkUpdateID, 0.0f,
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selectedCharacter == null ? (Entity)selectedConstruction : (Entity)selectedCharacter);
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memLocalPos.Add(posInfo);
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memLocalState.Add(posInfo);
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InputNetFlags newInput = InputNetFlags.None;
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if (IsKeyDown(InputType.Left)) newInput |= InputNetFlags.Left;
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@@ -449,21 +481,25 @@ namespace Barotrauma
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msg.ReadFloat(),
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msg.ReadFloat());
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var posInfo = new PosInfo(pos, facingRight ? Direction.Right : Direction.Left, networkUpdateID, sendingTime, selectedEntity);
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int index = 0;
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if (GameMain.NetworkMember.Character == this && AllowInput)
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{
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while (index < memPos.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memPos[index].ID))
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var posInfo = new CharacterStateInfo(pos, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity);
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while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
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index++;
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memState.Insert(index, posInfo);
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}
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else
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{
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while (index < memPos.Count && posInfo.Timestamp > memPos[index].Timestamp)
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var posInfo = new CharacterStateInfo(pos, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity);
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while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
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index++;
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memState.Insert(index, posInfo);
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}
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memPos.Insert(index, posInfo);
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break;
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case ServerNetObject.ENTITY_EVENT:
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bool isInventoryUpdate = msg.ReadBoolean();
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@@ -673,8 +709,8 @@ namespace Barotrauma
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GameMain.LightManager.LosEnabled = true;
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character.memInput.Clear();
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character.memPos.Clear();
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character.memLocalPos.Clear();
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character.memState.Clear();
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character.memLocalState.Clear();
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}
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else
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{
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@@ -1339,7 +1339,7 @@ namespace Barotrauma
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return;
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}
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subBody.MemPos.Insert(index, new PosInfo(newTargetPosition, Direction.Right, sendingTime));
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subBody.MemPos.Insert(index, new PosInfo(newTargetPosition, sendingTime));
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}
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}
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@@ -2,71 +2,55 @@
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Factories;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using System;
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namespace Barotrauma
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{
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struct PosInfo
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{
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class PosInfo
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{
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public readonly Vector2 Position;
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public readonly Direction Direction;
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public Vector2 Position
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{
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get;
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private set;
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}
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public readonly float Timestamp;
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public readonly UInt16 ID;
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public readonly Entity Interact; //the entity being interacted with
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public PosInfo(Vector2 pos, Direction dir, float time)
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: this(pos, dir, 0, time)
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public PosInfo(Vector2 pos, float time)
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: this(pos, 0, time)
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{
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}
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public PosInfo(Vector2 pos, Direction dir, UInt16 ID)
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: this(pos, dir, ID, 0.0f)
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public PosInfo(Vector2 pos, UInt16 ID)
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: this(pos, ID, 0.0f)
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{
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}
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public PosInfo(Vector2 pos, Direction dir, UInt16 ID, float time)
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: this(pos, dir, ID, time, null)
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{
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}
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public PosInfo(Vector2 pos, Direction dir, UInt16 ID, float time, Entity interact)
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protected PosInfo(Vector2 pos, UInt16 ID, float time)
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{
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Position = pos;
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Direction = dir;
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this.ID = ID;
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Interact = interact;
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Timestamp = time;
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}
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public static PosInfo TransformOutToInside(PosInfo posInfo, Submarine submarine)
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public void TransformOutToInside(Submarine submarine)
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{
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//transform outside coordinates to in-sub coordinates
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return new PosInfo(
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posInfo.Position - ConvertUnits.ToSimUnits(submarine.Position),
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posInfo.Direction,
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posInfo.ID,
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posInfo.Timestamp);
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Position -= ConvertUnits.ToSimUnits(submarine.Position);
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}
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public static PosInfo TransformInToOutside(PosInfo posInfo)
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public void TransformInToOutside()
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{
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var sub = Submarine.FindContaining(ConvertUnits.ToDisplayUnits(posInfo.Position));
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if (sub == null) return posInfo;
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return new PosInfo(
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posInfo.Position + ConvertUnits.ToSimUnits(sub.Position),
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posInfo.Direction,
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posInfo.ID,
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posInfo.Timestamp);
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var sub = Submarine.FindContaining(ConvertUnits.ToDisplayUnits(Position));
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if (sub != null)
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{
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Position += ConvertUnits.ToSimUnits(sub.Position);
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}
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}
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}
|
||||
|
||||
@@ -549,7 +533,7 @@ namespace Barotrauma
|
||||
1.0f, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
|
||||
public void CorrectPosition(List<PosInfo> positionBuffer, float deltaTime, out Vector2 newVelocity)
|
||||
public void CorrectPosition<T>(List<T> positionBuffer, float deltaTime, out Vector2 newVelocity) where T : PosInfo
|
||||
{
|
||||
Vector2 newPosition = SimPosition;
|
||||
CorrectPosition(positionBuffer, deltaTime, out newVelocity, out newPosition);
|
||||
@@ -558,7 +542,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
|
||||
public void CorrectPosition(List<PosInfo> positionBuffer, float deltaTime, out Vector2 newVelocity, out Vector2 newPosition)
|
||||
public void CorrectPosition<T>(List<T> positionBuffer, float deltaTime, out Vector2 newVelocity, out Vector2 newPosition) where T : PosInfo
|
||||
{
|
||||
newVelocity = Vector2.Zero;
|
||||
newPosition = SimPosition;
|
||||
|
||||
Reference in New Issue
Block a user