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
juanjp600
ecb7500df9
Converted UInt32 ID's to UInt16
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TODO: test everything, make sure nothing broke
2017-03-06 16:25:12 -03:00
juanjp600
e681a2d29a
Clients that are waiting for very old events are kicked
2017-03-01 16:40:07 -03:00
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
4589c2bcfb
Syncing changes to ingame editable item properties (light colors etc)
2017-01-27 18:28:07 +02:00
Regalis
8f50cca026
Syncing StatusEffects applied by meleeweapons or using an item on self
2017-01-15 14:49:15 +02:00
Regalis
f7ac98ab5f
Broken items can be repaired, fixed clients never removing firesources (causing the lights to stay after the flames have been extinguished)
2017-01-14 20:30:46 +02:00
Regalis
b9006983e4
Item condition syncing
2017-01-11 18:01:07 +02:00
Regalis
1eea373117
NetEntityEvent fixes:
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- 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
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
020aac55ea
AICharacter position syncing
2016-12-29 22:01:50 +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
0c9a55e9e0
- server doesn't create a new EntityEvent if there's a duplicate event waiting to be sent
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- hull, radar, steering & pump syncing
2016-11-14 16:58:21 +02:00
Regalis
724172fe7c
Server doesn't attempt to resend unacked EntityEvents until Connection.AverageRoundTripTime has passed
2016-11-13 14:45:00 +02:00
Regalis
498c72c64a
Server sends ServerEntityEvents to clients, NetEntityEvents can contain an object array which will be passed to the serializable entity (now only used for ItemComponent indices)
2016-11-13 13:56:48 +02:00
Regalis
c314b37029
Some classes for syncing entity state changes. Similar to the NetworkEvents in the old netcode, but the logic is split into separate classes which prevent the server from reading updates for entities that aren't IClientSerializable.
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todo: add NetEntityEventManagers to server & client, some logic to prevent sending events that don't need to be sent (e.g. duplicate event state updates)
2016-11-12 20:56:06 +02:00