using Microsoft.Xna.Framework; using System; namespace Barotrauma.Networking { static class NetConfig { public const int DefaultPort = 27015; public const int DefaultQueryPort = 27016; public const int MaxPlayers = 16; public static string MasterServerUrl = GameMain.Config.MasterServerUrl; //if a Character is further than this from the sub and the players, the server will disable it //(in display units) public const float DisableCharacterDist = 22000.0f; public const float DisableCharacterDistSqr = DisableCharacterDist * DisableCharacterDist; //the character needs to get this close to be re-enabled public const float EnableCharacterDist = 20000.0f; public const float EnableCharacterDistSqr = EnableCharacterDist * EnableCharacterDist; public const float MaxPhysicsBodyVelocity = 64.0f; public const float MaxPhysicsBodyAngularVelocity = 16.0f; public const float MaxHealthUpdateInterval = 2.0f; public const float MaxHealthUpdateIntervalDead = 10.0f; public const float HighPrioCharacterPositionUpdateDistance = 1000.0f; public const float LowPrioCharacterPositionUpdateDistance = 10000.0f; public const float HighPrioCharacterPositionUpdateInterval = 0.0f; public const float LowPrioCharacterPositionUpdateInterval = 1.0f; public const float DeleteDisconnectedTime = 20.0f; public const float ItemConditionUpdateInterval = 0.15f; public const float LevelObjectUpdateInterval = 0.5f; public const float HullUpdateInterval = 0.5f; public const float HullUpdateDistance = 20000.0f; public const int MaxEventPacketsPerUpdate = 4; /// /// Interpolates the positional error of a physics body towards zero. /// public static Vector2 InterpolateSimPositionError(Vector2 simPositionError, float? smoothingFactor = null) { float lengthSqr = simPositionError.LengthSquared(); //correct immediately if the error is very large if (lengthSqr > 100.0f) { return Vector2.Zero; } float positionSmoothingFactor = smoothingFactor ?? MathHelper.Lerp(0.95f, 0.8f, MathHelper.Clamp(lengthSqr, 0.0f, 1.0f)); return simPositionError *= positionSmoothingFactor; } /// /// Interpolates the rotational error of a physics body towards zero. /// public static float InterpolateRotationError(float rotationError) { //correct immediately if the error is very large if (rotationError > MathHelper.TwoPi) { return 0.0f; } float rotationSmoothingFactor = MathHelper.Lerp(0.95f, 0.8f, Math.Min(Math.Abs(rotationError), 1.0f)); return rotationError *= rotationSmoothingFactor; } /// /// Interpolates the cursor position error towards zero. /// public static Vector2 InterpolateCursorPositionError(Vector2 cursorPositionError) { float lengthSqr = cursorPositionError.LengthSquared(); //correct immediately if the error is very large if (lengthSqr > 1000.0f) { return Vector2.Zero; } return cursorPositionError *= 0.7f; } } }