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 const int ServerNameMaxLength = 60; public const int ServerMessageMaxLength = 2000; 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; //this should be higher than LowPrioCharacterPositionUpdateInterval, //otherwise the clients may freeze characters even though the server hasn't actually stopped sending position updates public const float FreezeCharacterIfPositionDataMissingDelay = 2.0f; public const float DisableCharacterIfPositionDataMissingDelay = 3.5f; 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 SparseHullUpdateInterval = 5.0f; public const float HullUpdateDistance = 20000.0f; public const int MaxEventPacketsPerUpdate = 4; /// /// How long the server waits for the clients to get in sync after the round has started before kicking them /// public const float RoundStartSyncDuration = 60.0f; /// /// How long the server keeps events that everyone currently synced has received /// public const float EventRemovalTime = 15.0f; /// /// If a client hasn't received an event that has been succesfully sent to someone within this time, they get kicked /// public const float OldReceivedEventKickTime = 10.0f; /// /// If a client hasn't received an event after this time, they get kicked /// public const float OldEventKickTime = 30.0f; /// /// 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; } public static Vector2 Quantize(Vector2 value, float min, float max, int numberOfBits) { return new Vector2( Quantize(value.X, min, max, numberOfBits), Quantize(value.Y, min, max, numberOfBits)); } public static float Quantize(float value, float min, float max, int numberOfBits) { float step = (max - min) / (1 << (numberOfBits + 1)); if (Math.Abs(value) < step + 0.00001f) { return 0.0f; } return MathUtils.RoundTowardsClosest(MathHelper.Clamp(value, min, max), step); } } }