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