Server doesn't trust client positions

Client doesn't receive its own real position from the server yet (and I actually can't find where the code filters this information out, but since I'm doing a rewrite it probably won't matter), and since the inputs aren't sent reliably or redundantly, desync is inevitable.
This commit is contained in:
juanjp600
2016-08-25 19:15:10 -03:00
parent 12f849be01
commit a00ceb5b9f

View File

@@ -1565,14 +1565,17 @@ namespace Barotrauma
message.Write(AnimController.Dir > 0.0f);
}
message.Write(Submarine != null);
if (GameMain.Server != null)
{
message.Write(Submarine != null);
//Vector2 position = Submarine == null ? SimPosition : SimPosition - Submarine.SimPosition;
//Vector2 position = Submarine == null ? SimPosition : SimPosition - Submarine.SimPosition;
//if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return true;
//if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return true;
message.Write(SimPosition.X);
message.Write(SimPosition.Y);
message.Write(SimPosition.X);
message.Write(SimPosition.Y);
}
networkUpdateSent = true;
@@ -1811,31 +1814,34 @@ namespace Barotrauma
return false;
}
bool inSub = message.ReadBoolean();
pos.X = message.ReadFloat();
pos.Y = message.ReadFloat();
if (inSub != (Submarine != null))
if (GameMain.Server == null)
{
AnimController.Teleport(pos - SimPosition, Vector2.Zero);
}
bool inSub = message.ReadBoolean();
if (inSub)
{
//AnimController.FindHull(ConvertUnits.ToDisplayUnits(pos) - Submarine.Loaded.WorldPosition);
pos.X = message.ReadFloat();
pos.Y = message.ReadFloat();
Hull newHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(pos), AnimController.CurrentHull, false);
if (newHull != null)
if (inSub != (Submarine != null))
{
AnimController.CurrentHull = newHull;
Submarine = newHull.Submarine;
AnimController.Teleport(pos - SimPosition, Vector2.Zero);
}
if (inSub)
{
//AnimController.FindHull(ConvertUnits.ToDisplayUnits(pos) - Submarine.Loaded.WorldPosition);
Hull newHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(pos), AnimController.CurrentHull, false);
if (newHull != null)
{
AnimController.CurrentHull = newHull;
Submarine = newHull.Submarine;
}
}
else
{
AnimController.CurrentHull = null;
Submarine = null;
}
}
else
{
AnimController.CurrentHull = null;
Submarine = null;
}
if (secondaryKeyState)
@@ -1853,8 +1859,11 @@ namespace Barotrauma
AnimController.TargetDir = dir < 0 ? Direction.Left : Direction.Right;
}
AnimController.RefLimb.body.TargetPosition =
AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
if (GameMain.Server == null)
{
AnimController.RefLimb.body.TargetPosition =
AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
}
LastNetworkUpdate = sendingTime;