Commit Graph

907 Commits

Author SHA1 Message Date
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
6252db7928 - fixed server validating its own name instead of the name of a client who's logging in
- clients automatically reconnect to the server when the connection is lost and return back to server list if they fail to reconnect
- showing the error msg as a GUIMessageBox and returning to main menu if starting a server fails
2017-01-14 16:57:47 +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
9b03b2bcc1 Server ignores UPDATE_INGAME messages if the game isn't running, server doesn't set any of the clients' lastRecvIDs above the ID of the latest chatMsg/event/etc (clients can't have received something the server hasn't sent yet) 2017-01-13 18:07:00 +02:00
Regalis
fecb7bee9a Syncing attack input 2017-01-13 17:53:40 +02:00
Regalis
08053bec85 Clients can join the game mid-round 2017-01-12 20:42:15 +02:00
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