AICharacte syncing bugfixes, cleanbuild removes the temp save folder, minor networkevent optimizations (enum max value == GetValues().Length-1)

This commit is contained in:
Regalis11
2016-02-21 20:46:57 +02:00
parent 419384188a
commit c613e5fcf8
9 changed files with 97 additions and 82 deletions
+39 -53
View File
@@ -92,19 +92,11 @@ namespace Barotrauma
case NetworkEventType.KillCharacter:
return true;
case NetworkEventType.ImportantEntityUpdate:
//foreach (Limb limb in AnimController.Limbs)
//{
//if (RefLimb.ignoreCollisions) continue;
//if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
message.Write(AnimController.RefLimb.SimPosition.X);
message.Write(AnimController.RefLimb.SimPosition.Y);
message.Write(AnimController.RefLimb.SimPosition.X);
message.Write(AnimController.RefLimb.SimPosition.Y);
message.Write(AnimController.RefLimb.Rotation);
// i++;
//}
message.Write(AnimController.RefLimb.Rotation);
message.WriteRangedSingle(MathHelper.Clamp(AnimController.StunTimer, 0.0f, 60.0f), 0.0f, 60.0f, 8);
message.Write((byte)((health / maxHealth) * 255.0f));
@@ -115,30 +107,23 @@ namespace Barotrauma
aiController.FillNetworkData(message);
return true;
case NetworkEventType.EntityUpdate:
//if (Submarine == null)
//{
// if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return false;
//}
//else
//{
// if (AnimController.RefLimb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
//}
message.Write(AnimController.TargetDir == Direction.Right);
message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.X, -1.0f, 1.0f), -1.0f, 1.0f, 8);
message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.X, -1.0f, 1.0f), -1.0f, 1.0f, 8);
message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.Y, -1.0f, 1.0f), -1.0f, 1.0f, 8);
message.Write(Submarine != null);
message.Write(AnimController.RefLimb.SimPosition.X);
message.Write(AnimController.RefLimb.SimPosition.Y);
return true;
return true;
default:
#if DEBUG
DebugConsole.ThrowError("AICharacter network event had a wrong type ("+type+")");
#endif
return false;
}
return true;
}
public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
@@ -152,33 +137,27 @@ namespace Barotrauma
Kill(CauseOfDeath.Damage, true);
return;
case NetworkEventType.ImportantEntityUpdate:
//foreach (Limb limb in AnimController.Limbs)
//{
// if (limb.ignoreCollisions) continue;
Vector2 limbPos = AnimController.RefLimb.SimPosition;
float rotation = AnimController.RefLimb.Rotation;
Vector2 limbPos = AnimController.RefLimb.SimPosition;
float rotation = AnimController.RefLimb.Rotation;
try
{
limbPos.X = message.ReadFloat();
limbPos.Y = message.ReadFloat();
try
{
limbPos.X = message.ReadFloat();
limbPos.Y = message.ReadFloat();
rotation = message.ReadFloat();
}
catch
{
return;
}
rotation = message.ReadFloat();
}
catch
{
return;
}
if (AnimController.RefLimb.body != null)
{
//AnimController.RefLimb.body.TargetVelocity = limb.body.LinearVelocity;
AnimController.RefLimb.body.TargetPosition = limbPos;// +vel * (float)(deltaTime / 60.0);
AnimController.RefLimb.body.TargetRotation = rotation;// +angularVel * (float)(deltaTime / 60.0);
//limb.body.TargetAngularVelocity = limb.body.AngularVelocity;
}
//}
if (AnimController.RefLimb.body != null)
{
AnimController.RefLimb.body.TargetPosition = limbPos;
AnimController.RefLimb.body.TargetRotation = rotation;
}
float newStunTimer = 0.0f, newHealth = 0.0f, newBleeding = 0.0f;
@@ -190,7 +169,14 @@ namespace Barotrauma
newBleeding = message.ReadRangedSingle(0.0f, 5.0f, 8);
}
catch { return; }
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("Failed to read AICharacter update message", e);
#endif
return;
}
AnimController.StunTimer = newStunTimer;
health = newHealth;
@@ -231,9 +217,9 @@ namespace Barotrauma
AnimController.TargetDir = (targetDir) ? Direction.Right : Direction.Left;
AnimController.TargetMovement = targetMovement;
AnimController.TargetMovement = AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
AnimController.RefLimb.body.TargetPosition =
AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
if (inSub)
{