ItemComponent syncing fixes:

- Relay and lightcomponent states are synced (otherwise clients won't be notified if the state is, for example, toggled by a signal from a button).
- Clients don't play door sounds if a signal attempts to set the state to the same value as the predicted state, but DO play if a correction from the server changes the state from the predicted one.
- Clients are notified if a reactor receives a shutdown signal.
- Powercontainer updates are sent if the charge changes by 1%, not by 1 unit.
This commit is contained in:
Regalis
2017-04-11 20:36:52 +03:00
parent 347f549ac1
commit 9a36df0f52
5 changed files with 49 additions and 16 deletions
+3 -4
View File
@@ -500,10 +500,8 @@ namespace Barotrauma.Items.Components
public void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage = false)
{
if (isStuck || isOpen == open) return;
if (GameMain.Client != null && !isNetworkMessage)
{
//clients can "predict" that the door opens/closes when a signal is received
@@ -511,14 +509,15 @@ namespace Barotrauma.Items.Components
//the prediction will be reset after 1 second, setting the door to a state
//sent by the server, or reverting it back to its old state if no msg from server was received
PlaySound(ActionType.OnUse, item.WorldPosition);
if (open != predictedState) PlaySound(ActionType.OnUse, item.WorldPosition);
predictedState = open;
resetPredictionTimer = CorrectionDelay;
}
else
{
if (!isNetworkMessage) PlaySound(ActionType.OnUse, item.WorldPosition);
if (!isNetworkMessage || open != predictedState) PlaySound(ActionType.OnUse, item.WorldPosition);
isOpen = open;
}