Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Networking/NetConfig.cs

76 lines
3.2 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 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;
//how much the physics body of an item has to move until the server
//send a position update to clients (in sim units)
public const float ItemPosUpdateDistance = 2.0f;
public const float DeleteDisconnectedTime = 10.0f;
/// <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;
}
}
}