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
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@@ -1249,8 +1249,9 @@ namespace Barotrauma
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if (componentIndex < 0 || componentIndex >= components.Count) return false;
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message.Write((byte)componentIndex);
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components[componentIndex].FillNetworkData(type, message);
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break;
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bool sent = components[componentIndex].FillNetworkData(type, message);
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if (sent) components[componentIndex].NetworkUpdateSent = true;
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return sent;
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case NetworkEventType.UpdateProperty:
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var allProperties = GetProperties<InGameEditable>();
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@@ -1292,7 +1293,7 @@ namespace Barotrauma
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return true;
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}
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public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message, out object data)
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public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
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{
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data = null;
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@@ -1319,7 +1320,7 @@ namespace Barotrauma
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var itemContainer = GetComponent<ItemContainer>();
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if (itemContainer == null || itemContainer.inventory == null) return;
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itemContainer.inventory.ReadNetworkData(NetworkEventType.DropItem, message);
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itemContainer.inventory.ReadNetworkData(NetworkEventType.DropItem, message, sendingTime);
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break;
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case NetworkEventType.ComponentUpdate:
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case NetworkEventType.ImportantComponentUpdate:
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@@ -1328,7 +1329,9 @@ namespace Barotrauma
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data = componentIndex;
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if (componentIndex < 0 || componentIndex > components.Count - 1) return;
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components[componentIndex].ReadNetworkData(type, message);
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components[componentIndex].NetworkUpdateSent = true;
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components[componentIndex].ReadNetworkData(type, message, sendingTime);
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break;
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case NetworkEventType.UpdateProperty:
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string propertyName = "";
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