Networking bugfixes & improvements:

- fixed server not sending kill-events when a monster dies
- some interpolation when correcting character positions
- physicsbody position lerping improvements
- sending AICharacter Dir instead of TargetDir
This commit is contained in:
Regalis
2016-03-09 16:49:56 +02:00
parent 37f70a1028
commit a1c728d207
13 changed files with 126 additions and 95 deletions
@@ -84,15 +84,19 @@ namespace Barotrauma
if (flip)
{
//targetDir = (movement.X > 0.0f) ? Direction.Right : Direction.Left;
if (targetMovement.X > 0.1f && targetMovement.X > Math.Abs(targetMovement.Y) * 0.5f)
if (!character.IsNetworkPlayer)
{
TargetDir = Direction.Right;
}
else if (targetMovement.X < -0.1f && targetMovement.X < -Math.Abs(targetMovement.Y) * 0.5f)
{
TargetDir = Direction.Left;
//targetDir = (movement.X > 0.0f) ? Direction.Right : Direction.Left;
if (targetMovement.X > 0.1f && targetMovement.X > Math.Abs(targetMovement.Y) * 0.5f)
{
TargetDir = Direction.Right;
}
else if (targetMovement.X < -0.1f && targetMovement.X < -Math.Abs(targetMovement.Y) * 0.5f)
{
TargetDir = Direction.Left;
}
}
}
else
{
@@ -117,7 +121,7 @@ namespace Barotrauma
if (TargetDir != dir)
{
if (flipTimer>1.0f)
if (flipTimer>1.0f || character.IsNetworkPlayer)
{
Flip();
if (flip) Mirror();
@@ -713,7 +713,7 @@ namespace Barotrauma
}
}
public void SetPosition(Vector2 simPosition)
public void SetPosition(Vector2 simPosition, bool lerp = false)
{
Vector2 moveAmount = simPosition - refLimb.SimPosition;
@@ -721,18 +721,28 @@ namespace Barotrauma
{
if (limb==refLimb)
{
limb.body.SetTransform(simPosition, limb.Rotation);
if (lerp)
{
limb.body.TargetPosition = simPosition;
}
else
{
limb.body.SetTransform(simPosition, limb.Rotation);
}
continue;
}
//check visibility from the new position of RefLimb to the new position of this limb
Vector2 movePos = limb.SimPosition + moveAmount;
TrySetLimbPosition(limb, simPosition, movePos);
}
}
protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition)
protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, bool lerp = false)
{
if (original == simPosition) return;
@@ -746,7 +756,14 @@ namespace Barotrauma
movePos = original + ((simPosition - original) * Submarine.LastPickedFraction * 0.9f);
}
limb.body.SetTransform(movePos, limb.Rotation);
if (lerp)
{
limb.body.TargetPosition = movePos;
}
else
{
limb.body.SetTransform(movePos, limb.Rotation);
}
}
public void SetRotation(float rotation)
@@ -813,12 +830,15 @@ namespace Barotrauma
}
else
{
if (inWater)
{
if (targetMovement.LengthSquared() > 0.01f)
{
correctionMovement =
Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 5.0f, 0.1f, 5.0f), 0.2f);
}
else
{
@@ -843,11 +863,11 @@ namespace Barotrauma
else
{
//clamp the magnitude of the correction movement between 0.5f - 5.0f
Vector2 newCorrectionMovement = Vector2.Normalize(diff) * MathHelper.Clamp(dist*2.0f, 0.5f, 5.0f);
Vector2 newCorrectionMovement = Vector2.Normalize(diff) * MathHelper.Clamp(dist * 2.0f, 0.5f, 5.0f);
//heading in the right direction -> use the ''normal'' movement if it's faster than correctionMovement
//i.e. the character is close to the targetposition but the character is still running
if (Math.Sign(targetMovement.X)==Math.Sign(newCorrectionMovement.X))
if (Math.Sign(targetMovement.X) == Math.Sign(newCorrectionMovement.X))
{
newCorrectionMovement.X = Math.Max(Math.Abs(targetMovement.X), Math.Abs(newCorrectionMovement.X)) * Math.Sign(targetMovement.X);
}
@@ -855,35 +875,42 @@ namespace Barotrauma
//newCorrectionMovement.X = Math.Max(newCorrectionMovement.X, 0.5f) * Math.Sign(newCorrectionMovement.X);
correctionMovement = Vector2.Lerp(correctionMovement, newCorrectionMovement, 0.5f);
if (Math.Abs(correctionMovement.Y) < 0.1f) correctionMovement.Y = 0.0f;
}
}
if (resetAll)
{
System.Diagnostics.Debug.WriteLine("reset ragdoll limb positions");
System.Diagnostics.Debug.WriteLine("reset ragdoll limb positions");
SetPosition(refLimb.body.TargetPosition);
if (this is HumanoidAnimController)
{
foreach (Limb limb in Limbs)
{
if (limb != refLimb) limb.body.TargetPosition = limb.body.SimPosition + diff;
limb.body.MoveToTargetPosition(Vector2.Distance(limb.SimPosition, limb.body.TargetPosition) < 10.0f);
limb.body.LinearVelocity = Vector2.Zero;
limb.body.AngularVelocity = 0.0f;
}
}
else
{
SetPosition(refLimb.body.TargetPosition);
}
//if (character is AICharacter) SetRotation(refLimb.body.TargetRotation);
foreach (Limb limb in Limbs)
{
limb.body.LinearVelocity = Vector2.Zero;
limb.body.AngularVelocity = 0.0f;
// if (limb.body.TargetPosition == Vector2.Zero)
// {
// limb.body.SetTransform(limb.body.SimPosition + diff, limb.body.Rotation);
// continue;
// }
// limb.body.LinearVelocity = limb.body.TargetVelocity;
// limb.body.AngularVelocity = limb.body.TargetAngularVelocity;
// limb.body.SetTransform(limb.body.TargetPosition, limb.body.TargetRotation);
// limb.body.TargetPosition = Vector2.Zero;
}
//foreach (Limb limb in Limbs)
//{
// limb.body.LinearVelocity = Vector2.Zero;
// limb.body.AngularVelocity = 0.0f;
//}
}
}