Commit Graph

275 Commits

Author SHA1 Message Date
Regalis 462a8b5da8 Changed character update IDs from uint to ushort 2017-02-06 16:24:11 +02:00
Regalis 9bda79036a - server doesn't send the STARTGAME message to all clients when someone joins mid-round
- team ID is included in character spawn messages even if no-one is controlling the character anymore
- living characters are taken into account when assigning jobs for respawned characters (e.g. there can't be two captains alive at the same time)
2017-02-05 21:58:31 +02:00
Regalis 89e881cb57 Readded voting (submarine, mode, end round & kick) 2017-02-04 18:30:40 +02:00
Regalis b5bac67c4a WIP item position syncing 2017-02-02 20:40:58 +02:00
Regalis 39f977535d Fixed ragdolls colliding with stairs when swimming even if not steering upwards, AI steering fixes 2017-02-02 20:39:51 +02:00
Regalis 32d7be07ee ClosestCharacter is saved into NetInputMem (clients can drag characters again) 2017-02-02 19:24:59 +02:00
Regalis b87e22409a Fixed server setting character LastNetworkUpdateIDs to UInt32.MaxValue 2017-02-01 18:09:31 +02:00
Regalis 5a4201c3f2 Character status syncing fix, less frequent stun update messages 2017-01-31 20:50:40 +02:00
Regalis 15b3dd31a8 Merge branch 'master' into new-netcode 2017-01-25 20:30:26 +02:00
Regalis e27fa1c7ee Readded team assignment logic 2017-01-15 20:39:06 +02:00
Regalis bd7766d3e7 Server clears EntityEventManager before starting a new round, not just when ending it (fixes events breaking during the next round if an item created an event when unloading the previous sub) + some additional error checks 2017-01-14 20:26:41 +02:00
Regalis fdbdf9638f Fixed railgun aiming, fixed EntityEvent not being sent if a character is killed by something else than health dropping to zero 2017-01-14 14:45:19 +02:00
Regalis fecb7bee9a Syncing attack input 2017-01-13 17:53:40 +02:00
Regalis 037bd09c2c - clients ignore lobby updates if they already received a more up-to-date one
- server tells clients their ID in the first lobby update
- clients take control of a spawned character if their ID matches the ownerID of the character (-> respawning works now)
2017-01-11 21:31:19 +02:00
Regalis dc3885a2da Server doesn't un-freezes characters that are stunned, unconscious or dead, or controlled by the host 2017-01-11 21:24:03 +02:00
Regalis df59f0d089 Fixed speech bubbles, server sends the ID of a speaking character instead of the name 2017-01-10 18:40:12 +02:00
Regalis 81c3641d97 Optimized mouse position syncing from server to clients, removed a redundant WritePadBits from Character.ServerWrite 2017-01-10 00:10:11 +02:00
Regalis 72eb2aa769 Tiny optimization 2017-01-09 21:39:39 +02:00
juanjp600 b35b683cd8 Removed Select debug code 2017-01-09 15:09:26 -03:00
juanjp600 34c2ccf932 Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode 2017-01-09 15:06:32 -03:00
juanjp600 cfeb720836 Fixed IsKeyHit (ladder climbing being inconsistent) + optimized interaction syncing
Instead of sending over mouse position as two floats (8 bytes total), the game will send the aim angle represented as a short (0 to 65535, so it's fairly precise) and the selected item ID (up to 4 bytes total, 2 bytes if it's only one of the inputs).

The problem with IsKeyHit is that it checked when the player started a key press, when it should've been checking for the key being released.
2017-01-09 15:06:19 -03:00
Regalis ff96f152ce Resetting EntityEvent & EntitySpawner IDs when starting a new round, LOS effect is enabled when a client takes control of a character 2017-01-09 18:22:37 +02:00
juanjp600 a75ef8ee51 Optimized MaxVal
0x200 represents a bit that isn't used for any flags, 0x1FF represents all usable bits
2017-01-08 12:45:44 -03:00
juanjp600 073def094f Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode
# Conflicts:
#	Subsurface/Source/Characters/Character.cs
2017-01-08 12:30:56 -03:00
juanjp600 4b868fc09d Constant error correction + fixed standing catchup
With constant correction, there's little chance for a large difference to build up, so it becomes practically unnoticeable.
Also added a flag which stops the character from updating client-side until the server sends the spawning position.
2017-01-08 12:20:36 -03:00
Regalis 6747faae3d Clients can't make their character immortal by not sending inputs, clients don't implode their characters unless the server says so 2017-01-07 19:25:22 +02:00
Regalis 44cbd0d9bf Fixed AI characters constantly flipping over the X-axis when inside, fixed clients not receiving a msg about characters spawned by RespawnManager 2017-01-07 16:51:51 +02:00
Regalis 6364915353 Fixed incorrect msg lengths in CHARACTER_POSITION messages (+ calculating the length automatically) 2017-01-07 16:11:50 +02:00
Regalis 629df6aab3 HuskInfection unsubscribes from the OnDeath event when the infection is cured (-> cured characters don't turn into husks when they die) 2017-01-07 14:48:09 +02:00
juanjp600 7dc474dab4 Actually round movement.X down to zero
whoops
2017-01-06 16:05:23 -03:00
juanjp600 f453980ace Replaced isStillCountdown with a speed check for server catch-up 2017-01-06 14:09:06 -03:00
Regalis 65d64af041 Server reads CHARACTER_INPUT messages even if the client isn't allowed to move (but ignores the inputs), otherwise it would fail to read the rest of the packet 2017-01-06 18:19:51 +02:00
Regalis 2a7ef5dd84 Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode 2017-01-06 17:43:40 +02:00
Regalis 80e743916a Character death syncing, characters don't reselect items when they receive a network msg about an item they have already selected 2017-01-06 17:43:30 +02:00
juanjp600 5b4d6120ff Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode 2017-01-05 22:37:45 -03:00
juanjp600 0569a665f4 Fixed a server-side off-by-one error in the player input IDs
I'm guessing this one comes from the player's position not being updated immediately after the input is processed, so that's where most of the remaining error came from.
Also added some rounding to the horizontal velocity when approaching 0, and changed something that depended on the head limb to use the collider instead, which should hopefully further reduce the chance of syncing errors.
2017-01-05 22:37:14 -03:00
Regalis beac45458e Transforming received in-sub mouse coordinates to outside coordinates if the character is outside and vice versa, HiddenSubPosition fix (can't use Level.Loaded to find the top of the level because the level isn't loaded yet) 2017-01-05 19:08:54 +02:00
Regalis ba4ee843f3 Syncing character/construction selection 2017-01-04 21:37:19 +02:00
Regalis 179079b91c Clients can't set the health or stun timer of a character unless they receive a msg from the server 2017-01-03 23:52:15 +02:00
Regalis bb685019a2 Fixes to unconscious character pos syncing:
- main limb is anchored to collider
- server ignores inputs from unconscious characters and doesn't freeze them
- using timestamp-based interpolation on the client's own character instead of IDs
2017-01-03 23:49:37 +02:00
Regalis c318e629ff Health, bleeding, oxygen & stun syncing, sending aim and use inputs and cursor positions to clients so other players will be able to see when someone is shooting, hitting with a wrench etc 2017-01-02 22:12:50 +02:00
Regalis 1f07b18e5b Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Items/Components/DockingPort.cs
	Subsurface/Source/Items/Components/Signal/Wire.cs
	Subsurface/Source/Items/Item.cs
2016-12-29 22:18:27 +02:00
Regalis 020aac55ea AICharacter position syncing 2016-12-29 22:01:50 +02:00
Regalis 98183c47fb Syncing aim & use inputs (i.e. left and right click) 2016-12-28 22:33:43 +02:00
Regalis 12b7290bad Fixed Ragdoll.HeadInWater not being set to true if the character is inside a water-filled hull but the head is outside the sub, HUDProgressBars aren't created when a non-controlled character repairs something 2016-12-28 20:00:40 +02:00
juanjp600 a733e917dd Readded input enum flags 2016-12-24 18:14:54 -03:00
Regalis b01b38da68 Bunch of new sounds by Omniary, some charactersound & soundplayer refactoring 2016-12-15 21:42:15 +02:00
Regalis 1f454d593e Inventory syncing, objHeader is passed to the ClientRead/ServerRead methods so they can determine how to read the msg (is it an inventory update, position, input, etc) 2016-12-10 16:39:58 +02:00
Regalis bea523187b The host can send chat messages, fixed client not being passed to ServerRead methods 2016-12-09 16:45:08 +02:00
Regalis deb76d0767 Removed a duplicate line 2016-11-24 20:24:01 +02:00