Regalis
d4db37f8dd
CPR syncing + some refactoring
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Clients send an entityevent to the server when they start/stop doing CPR, and server includes the animation state in messages when character is dragging some other character
2017-03-22 20:05:50 +02:00
Regalis
823ad12058
Some refactoring: made PosInfo a class and moved character-specific fields to a "CharacterStateInfo" subclass
2017-03-21 19:36:28 +02:00
Regalis
dde0160956
Fixed items that aren't selected with the default select key being impossible to interact with, unconscious characters CanBeSelected
2017-03-19 18:29:53 +02:00
Regalis
4285cdde27
ID of the entity a character is interacting with is also sent to the client controlling the character (should fix characters dragging someone at the server's end but not at the client's, or vice versa)
2017-03-15 23:07:33 +02:00
Regalis
5bdb57b98a
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Characters/AICharacter.cs
Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/GameMain.cs
Subsurface/Source/Items/Components/Signal/Connection.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Networking/GameServerLogin.cs
Subsurface/Source/Physics/PhysicsBody.cs
2017-03-11 13:24:09 +02:00
juanjp600
c55c1b6d0e
Vastly improved item syncing + Crouch syncing
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Using SetTransform instead of TargetPosition + a larger margin seems to make the item syncing near-perfect.
2017-03-09 20:18:19 -03:00
juanjp600
d6c292a2cc
SharpFont + ScalableFont implementation
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https://github.com/Robmaister/SharpFont
TODO: replace Code Bold.otf with the full version, fix any bugs, build on Linux, possibly move ToolBox string wrapping and limiting logic to ScalableFont class for better results.
2017-03-07 13:44:42 -03:00
Regalis
65625777e5
Monster syncing fixes:
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- clients freeze and disable AI characters if no updates have been received in a while (due to the monster being far away from player-controlled characters at the servers side for example)
- server disables AI characters that are too far for updates to be sent to clients (-> targets of monster missions can't swim away from the spawnpos and cause the clients' sonars to point to an incorrect position)
2017-03-01 23:14:15 +02:00
Regalis
871c3bc93c
Character colliders are disabled when the character is disabled (-> monsters won't automatically drop into abyss in monster missions)
2017-03-01 19:15:50 +02:00
Regalis
c9f09031de
Re-enabled anchoring main limb to the collider when a remote player is unconscious (otherwise only the position of the collider will be synced, and the ragdoll won't follow it)
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+ stunned characters can't send position updates
2017-02-25 18:06:43 +02:00
Regalis
7f7ac76484
Merge branch 'master' into new-netcode
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Conflicts:
Subsurface/Source/Characters/Character.cs
Subsurface/Source/GUI/GUI.cs
Subsurface/Source/GUI/LoadingScreen.cs
2017-02-13 22:04:28 +02:00
Regalis
bfc22c7b33
Enabling characters when switching control to them (when switching to a disabled far-away monster for example)
2017-02-13 21:58:27 +02:00
Regalis
5871faa2dd
Added a few new console commands: disablehud, lockx & locky (disables submarine movement on the respective axis), followsub (toggles whether the camera moves with the subs)
2017-02-13 16:23:28 +02:00
Regalis
52bf73722f
ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
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+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
2017-02-09 23:09:42 +02:00
Regalis
d46207916f
Server doesn't send character position updates to far-away clients, clients disable characters if they haven't received position updates in a while
2017-02-07 18:59:25 +02:00
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
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- 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
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- 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
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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
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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
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# Conflicts:
# Subsurface/Source/Characters/Character.cs
2017-01-08 12:30:56 -03:00
juanjp600
4b868fc09d
Constant error correction + fixed standing catchup
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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
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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