Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Networking/NetConfig.cs
2024-08-28 13:09:33 -03:00

115 lines
4.7 KiB
C#

using Microsoft.Xna.Framework;
using System;
namespace Barotrauma.Networking
{
static class NetConfig
{
public const int DefaultPort = 27015;
public const int DefaultQueryPort = 27016;
public static int MaxPlayers = 256;
public static int ServerNameMaxLength = 60;
public static int ServerMessageMaxLength = 2000;
public const float MaxPhysicsBodyVelocity = 64.0f;
public const float MaxPhysicsBodyAngularVelocity = 16.0f;
public static float MaxHealthUpdateInterval = 2.0f;
public static float MaxHealthUpdateIntervalDead = 10.0f;
public static float HighPrioCharacterPositionUpdateDistance = 1000.0f;
public static float LowPrioCharacterPositionUpdateDistance = 10000.0f;
public static float HighPrioCharacterPositionUpdateInterval = 0.0f;
public static 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 static float FreezeCharacterIfPositionDataMissingDelay = 2.0f;
public static float DisableCharacterIfPositionDataMissingDelay = 3.5f;
public static float DeleteDisconnectedTime = 20.0f;
public static float ItemConditionUpdateInterval = 0.15f;
public static float LevelObjectUpdateInterval = 0.5f;
public static float HullUpdateInterval = 0.5f;
public static float SparseHullUpdateInterval = 5.0f;
public static float HullUpdateDistance = 20000.0f;
public static int MaxEventPacketsPerUpdate = 4;
/// <summary>
/// How long the server waits for the clients to get in sync after the round has started before kicking them
/// </summary>
public static float RoundStartSyncDuration = 60.0f;
/// <summary>
/// How long the server keeps events that everyone currently synced has received
/// </summary>
public static float EventRemovalTime = 15.0f;
/// <summary>
/// If a client hasn't received an event that has been succesfully sent to someone within this time, they get kicked
/// </summary>
public static float OldReceivedEventKickTime = 10.0f;
/// <summary>
/// If a client hasn't received an event after this time, they get kicked
/// </summary>
public static float OldEventKickTime = 30.0f;
/// <summary>
/// Interpolates the positional error of a physics body towards zero.
/// </summary>
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;
}
/// <summary>
/// Interpolates the rotational error of a physics body towards zero.
/// </summary>
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;
}
/// <summary>
/// Interpolates the cursor position error towards zero.
/// </summary>
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);
}
}
}