Server doesn't send character position updates to far-away clients, clients disable characters if they haven't received position updates in a while

This commit is contained in:
Regalis
2017-02-07 18:59:25 +02:00
parent b98ebe6e21
commit d46207916f
6 changed files with 48 additions and 88 deletions
+12 -62
View File
@@ -466,29 +466,6 @@ namespace Barotrauma.Networking
// if 30ms has passed
if (updateTimer < DateTime.Now)
{
/*if (gameStarted)
{
float ignoreDistance = FarseerPhysics.ConvertUnits.ToDisplayUnits(NetConfig.CharacterIgnoreDistance);
foreach (Character c in Character.CharacterList)
{
if (!(c is AICharacter) || c.IsDead) continue;
if (Character.CharacterList.Any(
c2 => c2.IsRemotePlayer &&
Vector2.Distance(c2.WorldPosition, c.WorldPosition) < ignoreDistance))
{
}
//todo: take multiple subs into account
//Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
}
}*/
if (server.ConnectionsCount > 0)
{
if (sparseUpdateTimer < DateTime.Now) SparseUpdate();
@@ -568,31 +545,6 @@ namespace Barotrauma.Networking
private void SparseUpdate()
{
//if (gameStarted)
//{
// foreach (Submarine sub in Submarine.Loaded)
// {
// //no need to send position updates for submarines that are docked to mainsub
// if (sub != Submarine.MainSub && sub.DockedTo.Contains(Submarine.MainSub)) continue;
// new NetworkEvent(sub.ID, false);
// }
//}
/*foreach (Character c in Character.CharacterList)
{
if (c.IsDead) continue;
if (c is AICharacter)
{
//todo: take multiple subs into account
//Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
}
}*/
sparseUpdateTimer = DateTime.Now + sparseUpdateInterval;
}
@@ -672,7 +624,7 @@ namespace Barotrauma.Networking
#if DEBUG
//client thinks they've received a msg we haven't sent yet (corrupted packet, msg read/written incorrectly?)
if (lastRecvChatMsgID > c.lastChatMsgQueueID)
if (NetIdUtils.IdMoreRecent(lastRecvChatMsgID, c.lastChatMsgQueueID))
DebugConsole.ThrowError("client.lastRecvChatMsgID > lastChatMsgQueueID");
if (lastRecvEntitySpawnID > lastEntitySpawnID)
@@ -811,23 +763,21 @@ namespace Barotrauma.Networking
Item.Spawner.ServerWrite(outmsg, c);
outmsg.WritePadBits();
}
foreach (Character character in Character.CharacterList)
{
if (character is AICharacter)
if (!character.Enabled) continue;
if (c.Character != null &&
Vector2.DistanceSquared(character.WorldPosition, c.Character.WorldPosition) >=
NetConfig.CharacterIgnoreDistance * NetConfig.CharacterIgnoreDistance)
{
//TODO: don't send if the ai character is far from the client
//(some sort of distance-based culling might be a good idea for player-controlled characters as well)
outmsg.Write((byte)ServerNetObject.ENTITY_POSITION);
character.ServerWrite(outmsg, c);
outmsg.WritePadBits();
}
else
{
outmsg.Write((byte)ServerNetObject.ENTITY_POSITION);
character.ServerWrite(outmsg, c);
outmsg.WritePadBits();
continue;
}
outmsg.Write((byte)ServerNetObject.ENTITY_POSITION);
character.ServerWrite(outmsg, c);
outmsg.WritePadBits();
}
foreach (Submarine sub in Submarine.Loaded)