- Fixed network synchro of vars, needs synctype testing.
This commit is contained in:
+17
-1
@@ -13,9 +13,25 @@ partial class NetworkingService : INetworkingService, IEventServerConnected, IEv
|
||||
|
||||
public void OnServerConnected()
|
||||
{
|
||||
ActivateNetVars();
|
||||
SendSyncMessage();
|
||||
}
|
||||
|
||||
private void ActivateNetVars()
|
||||
{
|
||||
if (GameMain.Client == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// re-activate net vars
|
||||
// todo: unregister net vars on client disconnect, currently handled by unloading the state machine.
|
||||
foreach (var networkSyncVar in netVars.Keys)
|
||||
{
|
||||
networkSyncVar.SetNetworkOwner(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnReceivedServerNetMessage(IReadMessage netMessage, ServerPacketHeader serverPacketHeader)
|
||||
{
|
||||
if (serverPacketHeader != ServerHeader)
|
||||
@@ -44,7 +60,7 @@ partial class NetworkingService : INetworkingService, IEventServerConnected, IEv
|
||||
private void SendSyncMessage()
|
||||
{
|
||||
if (GameMain.Client == null) { return; }
|
||||
|
||||
|
||||
WriteOnlyMessage message = new WriteOnlyMessage();
|
||||
message.WriteByte((byte)ClientHeader);
|
||||
message.WriteByte((byte)ClientToServer.RequestSync);
|
||||
Reference in New Issue
Block a user