Commit Graph

988 Commits

Author SHA1 Message Date
Regalis 81f3d24070 DockingPort syncing 2017-01-12 18:03:52 +02:00
Regalis ed675dc75e Lobby update ID isn't included in ingame update messages, resetting lastRecvGeneralUpdate in InitClientSync 2017-01-11 23:37:30 +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 8a9b322b78 Clients can create firesources if server tells them to, extinguishing fixes 2017-01-11 18:03:01 +02:00
Regalis b9006983e4 Item condition syncing 2017-01-11 18:01:07 +02:00
Regalis 3041138f03 Inventory.TryPutItem doesn't put an item in the inventory (or create a NetEntityEvent) if the item is already in it 2017-01-10 20:50:31 +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 fb0026b4be Removed duplicate selection logic from GUIListBox 2017-01-09 18:25:26 +02:00
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 05cb5989dc Chat range also affects the server host if they're controlling a character, fixed missing sender names in the server lobby 2017-01-07 20:24:01 +02:00
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 402c745fc3 Reimplemented chat range & radio messages. Each client now has their own chatMsgQueue, so all chat messages don't have to be sent to all clients. 2017-01-07 19:22:48 +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
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 5d83a33876 Notifying clients when the round ends 2017-01-06 19:06:11 +02:00
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 518eea746e Transforming in-sub MemPos/MemLocalPos coordinates to outside coordinates if the character is outside and vice versa, server doesn't start sending ingame updates until they receive the first ingame update message from the client (no need to send updates while the client is loading or if they fail to start the round) 2017-01-05 18:16:58 +02:00
Regalis ba4ee843f3 Syncing character/construction selection 2017-01-04 21:37:19 +02:00
Regalis 7a40658fba derp 2017-01-04 20:46:51 +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 1eea373117 NetEntityEvent fixes:
- comparing event data equality with Object.Equals instead of == because == returns false for boxed value types
- fixed old unacked messages not being resent if there are newer unacked messages that have been resent less than 1.5 * RTT ago
2017-01-03 20:10:03 +02:00
Regalis 1fb15f5589 The collider position of the controlled character is synced with the same interpolation logic as the rest of the characters when unconscious/stunned (todo: make the ragdoll follow the collider even when unconscious/dead/stunned) 2017-01-02 22:40:00 +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 9c07038fef Cleanup 2017-01-01 23:23:54 +02:00
Regalis e358ea9917 MonsterEvents and ArtifactEvents spawn the monsters/items during initialization instead of waiting for the round to start (prevents entity ID mismatches if a client starts the event before receiving a message about something the server has spawned) 2017-01-01 23:14:24 +02:00
Regalis 1bba276949 Fixed OnMapLoaded not being called on MapEntities that don't belong to any sub (due to this, gaps weren't created on doors in alien ruins until the game starts running, which occasionally caused entity ID mismatches between clients and the server) 2016-12-30 18:01:15 +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
Regalis 49d4108eeb Fixed character colliders sinking/floating away when using a railgun controller underwater 2016-12-28 19:56:52 +02:00
juanjp600 a733e917dd Readded input enum flags 2016-12-24 18:14:54 -03:00
Regalis c3d29e41ad Additional null check in Wire Update, stopping paused sounds before deleting them (prevents an OpenAL error when switching to sub editor when the mainmenu drone sound is playing) 2016-12-21 20:35:38 +02:00