Sending NetTime at the start of a combined networkevent instead of individual networkevents, syncing itemcomponents for spectators, AICharacter importantentityupdates are sent again, misc bugfixes, some new heads
This commit is contained in:
@@ -112,9 +112,7 @@ namespace Barotrauma
|
||||
return true;
|
||||
case NetworkEventType.EntityUpdate:
|
||||
if (AnimController.RefLimb.SimPosition.Length() > NetConfig.CharacterIgnoreDistance) return false;
|
||||
|
||||
message.Write((float)NetTime.Now);
|
||||
|
||||
|
||||
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);
|
||||
@@ -127,8 +125,8 @@ namespace Barotrauma
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message, out object data)
|
||||
|
||||
public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
|
||||
{
|
||||
data = null;
|
||||
Enabled = true;
|
||||
@@ -182,11 +180,9 @@ namespace Barotrauma
|
||||
aiController.ReadNetworkData(message);
|
||||
return;
|
||||
case NetworkEventType.EntityUpdate:
|
||||
float sendingTime = 0.0f;
|
||||
Vector2 targetMovement = Vector2.Zero;
|
||||
bool targetDir = false;
|
||||
|
||||
sendingTime = message.ReadFloat();
|
||||
|
||||
if (sendingTime <= LastNetworkUpdate) return;
|
||||
|
||||
Vector2 pos = Vector2.Zero, vel = Vector2.Zero;
|
||||
|
||||
Reference in New Issue
Block a user