- submarines send position updates more frequently when they're moving faster

- small AICharacter syncing optimizations
- respawning can be disabled in server setting
- netstats show the total amount of bytes sent for each networkevent type
This commit is contained in:
Regalis
2016-07-20 17:20:27 +03:00
parent b81417ad16
commit 911846acff
8 changed files with 127 additions and 63 deletions

View File

@@ -61,7 +61,7 @@ namespace Barotrauma.Networking
updateTimer = UpdateInterval;
}
public void Draw(SpriteBatch spriteBatch, Rectangle rect)
public void Draw(SpriteBatch spriteBatch, Rectangle rect, GameServer server)
{
GUI.DrawRectangle(spriteBatch, rect, Color.Black*0.4f, true);
@@ -83,6 +83,17 @@ namespace Barotrauma.Networking
spriteBatch.DrawString(GUI.SmallFont, "Peak resent: " + graphs[(int)NetStatType.ResentMessages].LargestValue() + " messages/s",
new Vector2(rect.X + 10, rect.Y + 50), Color.Red);
#if DEBUG
int y = 10;
foreach (KeyValuePair<string, long> msgBytesSent in server.messageCount.OrderBy(key => key.Value))
{
spriteBatch.DrawString(GUI.SmallFont, msgBytesSent.Key + ": " + MathUtils.GetBytesReadable(msgBytesSent.Value),
new Vector2(rect.Right - 200, rect.Y + y), Color.Red);
y += 15;
}
#endif
}
}