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
@@ -1565,6 +1565,8 @@ namespace Barotrauma
message.Write(AnimController.Dir > 0.0f); message.Write(AnimController.Dir > 0.0f);
} }
if (GameMain.Server != null)
{
message.Write(Submarine != null); message.Write(Submarine != null);
//Vector2 position = Submarine == null ? SimPosition : SimPosition - Submarine.SimPosition; //Vector2 position = Submarine == null ? SimPosition : SimPosition - Submarine.SimPosition;
@@ -1573,6 +1575,7 @@ namespace Barotrauma
message.Write(SimPosition.X); message.Write(SimPosition.X);
message.Write(SimPosition.Y); message.Write(SimPosition.Y);
}
networkUpdateSent = true; networkUpdateSent = true;
@@ -1811,6 +1814,8 @@ namespace Barotrauma
return false; return false;
} }
if (GameMain.Server == null)
{
bool inSub = message.ReadBoolean(); bool inSub = message.ReadBoolean();
pos.X = message.ReadFloat(); pos.X = message.ReadFloat();
@@ -1837,6 +1842,7 @@ namespace Barotrauma
AnimController.CurrentHull = null; AnimController.CurrentHull = null;
Submarine = null; Submarine = null;
} }
}
if (secondaryKeyState) if (secondaryKeyState)
{ {
@@ -1853,8 +1859,11 @@ namespace Barotrauma
AnimController.TargetDir = dir < 0 ? Direction.Left : Direction.Right; AnimController.TargetDir = dir < 0 ? Direction.Left : Direction.Right;
} }
if (GameMain.Server == null)
{
AnimController.RefLimb.body.TargetPosition = AnimController.RefLimb.body.TargetPosition =
AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime); AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
}
LastNetworkUpdate = sendingTime; LastNetworkUpdate = sendingTime;