(5d67aa3f5) Merge remote-tracking branch 'origin/dev' into enemy-ai

This commit is contained in:
Joonas Rikkonen
2019-03-25 19:50:58 +02:00
parent 1fa94dd2b9
commit 965a378f0e
9 changed files with 78 additions and 72 deletions

View File

@@ -1,14 +1,13 @@
using Barotrauma.Networking;
using Barotrauma.Particles;
using Barotrauma.Sounds;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Input;
using System.Linq;
using Lidgren.Network;
namespace Barotrauma
{
@@ -19,6 +18,8 @@ namespace Barotrauma
private List<Decal> decals = new List<Decal>();
private float serverUpdateDelay;
private float remoteWaterVolume, remoteOxygenPercentage;
private List<Vector3> remoteFireSources;
private bool networkUpdatePending;
private float networkUpdateTimer;
@@ -139,6 +140,10 @@ namespace Barotrauma
partial void UpdateProjSpecific(float deltaTime, Camera cam)
{
serverUpdateDelay -= deltaTime;
if (serverUpdateDelay <= 0.0f)
{
ApplyRemoteState();
}
if (networkUpdatePending)
{
@@ -547,18 +552,18 @@ namespace Barotrauma
public void ClientRead(ServerNetObject type, NetBuffer message, float sendingTime)
{
float newWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
float newOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
remoteWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
remoteOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
bool hasFireSources = message.ReadBoolean();
int fireSourceCount = 0;
List<Vector3> newFireSources = new List<Vector3>();
remoteFireSources = new List<Vector3>();
if (hasFireSources)
{
fireSourceCount = message.ReadRangedInteger(0, 16);
for (int i = 0; i < fireSourceCount; i++)
{
newFireSources.Add(new Vector3(
remoteFireSources.Add(new Vector3(
MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f),
MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f),
message.ReadRangedSingle(0.0f, 1.0f, 8)));
@@ -567,41 +572,6 @@ namespace Barotrauma
if (serverUpdateDelay > 0.0f) { return; }
WaterVolume = newWaterVolume;
OxygenPercentage = newOxygenPercentage;
for (int i = 0; i < fireSourceCount; i++)
{
Vector2 pos = new Vector2(
rect.X + rect.Width * newFireSources[i].X,
rect.Y - rect.Height + (rect.Height * newFireSources[i].Y));
float size = newFireSources[i].Z * rect.Width;
var newFire = i < FireSources.Count ?
FireSources[i] :
new FireSource(Submarine == null ? pos : pos + Submarine.Position, null, true);
newFire.Position = pos;
newFire.Size = new Vector2(size, newFire.Size.Y);
//ignore if the fire wasn't added to this room (invalid position)?
if (!FireSources.Contains(newFire))
{
newFire.Remove();
continue;
}
}
for (int i = FireSources.Count - 1; i >= fireSourceCount; i--)
{
FireSources[i].Remove();
if (i < FireSources.Count)
{
FireSources.RemoveAt(i);
}
}
if (serverUpdateDelay > 0.0f) { return; }
ApplyRemoteState();
}

View File

@@ -20,6 +20,16 @@ namespace Barotrauma
partial void UpdateProjSpecific(float deltaTime, Camera cam)
{
if (IdFreed) { return; }
//don't create updates if all clients are very far from the hull
float hullUpdateDistanceSqr = NetConfig.HullUpdateDistance * NetConfig.HullUpdateDistance;
if (!GameMain.Server.ConnectedClients.Any(c =>
c.Character != null &&
Vector2.DistanceSquared(c.Character.WorldPosition, WorldPosition) < hullUpdateDistanceSqr))
{
return;
}
//update client hulls if the amount of water has changed by >10%
//or if oxygen percentage has changed by 5%
if (Math.Abs(lastSentVolume - waterVolume) > Volume * 0.1f ||
@@ -31,8 +41,8 @@ namespace Barotrauma
GameMain.NetworkMember.CreateEntityEvent(this);
lastSentVolume = waterVolume;
lastSentOxygen = OxygenPercentage;
sendUpdateTimer = NetworkUpdateInterval;
}
sendUpdateTimer = NetConfig.HullUpdateInterval;
}
}
}

View File

@@ -332,7 +332,8 @@ namespace Barotrauma.Networking
}
}
foreach (NetEntityEvent entityEvent in sentEvents)
//too many events for one packet
if (eventsToSync.Count > 200)
{
msg.Write((byte)ServerNetObject.ENTITY_EVENT_INITIAL);
msg.Write(client.UnreceivedEntityEventCount);

View File

@@ -208,7 +208,7 @@ namespace Barotrauma
DockingPort myPort = null, outPostPort = null;
foreach (DockingPort port in DockingPort.List)
{
if (port.IsHorizontal) { continue; }
if (port.IsHorizontal || port.Docked) { continue; }
if (port.Item.Submarine == level.StartOutpost)
{
outPostPort = port;

View File

@@ -175,12 +175,11 @@ namespace Barotrauma
LimitSize();
UpdateProjSpecific(growModifier);
#if CLIENT
if (GameMain.Client != null) return;
#endif
if (size.X < 1.0f) Remove();
if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
{
Remove();
}
}
partial void UpdateProjSpecific(float growModifier);
@@ -293,10 +292,6 @@ namespace Barotrauma
//evaporate some of the water
hull.WaterVolume -= extinguishAmount;
#if CLIENT
if (GameMain.Client != null) return;
#endif
if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
{
Remove();
@@ -325,12 +320,11 @@ namespace Barotrauma
size.X -= extinguishAmount;
hull.WaterVolume -= extinguishAmount;
#if CLIENT
if (GameMain.Client != null) return;
#endif
if (size.X < 1.0f) Remove();
if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
{
Remove();
}
}
public void Extinguish(float deltaTime, float amount, Vector2 worldPosition)

View File

@@ -1522,14 +1522,40 @@ namespace Barotrauma
outpost.MakeOutpost();
Point? minSize = null;
DockingPort subPort = null;
if (Submarine.MainSub != null)
{
Point subSize = Submarine.MainSub.GetDockedBorders().Size;
Point outpostSize = outpost.GetDockedBorders().Size;
minSize = new Point(Math.Max(subSize.X, outpostSize.X), subSize.Y + outpostSize.Y);
float closestDistance = float.MaxValue;
foreach (DockingPort port in DockingPort.List)
{
if (port.IsHorizontal || port.Docked) { continue; }
if (port.Item.Submarine != Submarine.MainSub) { continue; }
//the submarine port has to be at the top of the sub
if (port.Item.WorldPosition.Y < Submarine.MainSub.WorldPosition.Y) { continue; }
float dist = Math.Abs(port.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X);
if (dist < closestDistance)
{
subPort = port;
closestDistance = dist;
}
}
}
outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize));
float subDockingPortOffset = subPort == null ? 0.0f : subPort.Item.WorldPosition.X - Submarine.MainSub.WorldPosition.X;
//don't try to compensate if the port is very far from the sub's center of mass
if (Math.Abs(subDockingPortOffset) > 2000.0f)
{
subDockingPortOffset = MathHelper.Clamp(subDockingPortOffset, -2000.0f, 2000.0f);
string warningMsg = "Docking port very far from the sub's center of mass (submarine: " + Submarine.MainSub.Name + ", dist: " + subDockingPortOffset + "). The level generator may not be able to place the outpost so that docking is possible.";
DebugConsole.NewMessage(warningMsg, Color.Orange);
GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:DockingPortVeryFar" + Submarine.MainSub.Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Warning, warningMsg);
}
outpost.SetPosition(outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize, subDockingPortOffset));
if ((i == 0) == !Mirrored)
{
StartOutpost = outpost;

View File

@@ -432,12 +432,16 @@ namespace Barotrauma
{
if (ForceFluctuationStrength > 0.0f)
{
forceFluctuationTimer += deltaTime;
if (forceFluctuationTimer > ForceFluctuationInterval)
//no need for force fluctuation (or network updates) if the trigger limits velocity and there are no triggerers
if (forceMode != TriggerForceMode.LimitVelocity || triggerers.Any())
{
NeedsNetworkSyncing = true;
currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f);
forceFluctuationTimer = 0.0f;
forceFluctuationTimer += deltaTime;
if (forceFluctuationTimer > ForceFluctuationInterval)
{
NeedsNetworkSyncing = true;
currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f);
forceFluctuationTimer = 0.0f;
}
}
}

View File

@@ -494,7 +494,7 @@ namespace Barotrauma
}
}
public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null)
public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null, float subDockingPortOffset = 0.0f)
{
Rectangle dockedBorders = GetDockedBorders();
Vector2 diffFromDockedBorders =
@@ -542,17 +542,17 @@ namespace Barotrauma
else if (minX < 0)
{
//no wall found at the left side, spawn to the left from the right-side wall
spawnPos.X = maxX - minWidth - 100.0f;
spawnPos.X = maxX - minWidth - 100.0f + subDockingPortOffset;
}
else if (maxX > Level.Loaded.Size.X)
{
//no wall found at right side, spawn to the right from the left-side wall
spawnPos.X = minX + minWidth + 100.0f;
spawnPos.X = minX + minWidth + 100.0f + subDockingPortOffset;
}
else
{
//walls found at both sides, use their midpoint
spawnPos.X = (minX + maxX) / 2;
spawnPos.X = (minX + maxX) / 2 + subDockingPortOffset;
}
spawnPos.Y = Math.Min(spawnPos.Y, Level.Loaded.Size.Y - dockedBorders.Height / 2 - 10);

View File

@@ -35,8 +35,9 @@ namespace Barotrauma.Networking
public const float DeleteDisconnectedTime = 20.0f;
public const float ItemConditionUpdateInterval = 0.15f;
public const float LevelObjectUpdateInterval = 0.5f;
public const float HullUpdateInterval = 0.5f;
public const float HullUpdateDistance = 20000.0f;
public const int MaxEventPacketsPerUpdate = 4;