Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Networking/NetConfig.cs
2025-03-12 12:56:27 +00:00

125 lines
5.3 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 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;
/// <summary>
/// How long the server waits for the clients to get in sync after the round has started before kicking them
/// </summary>
public const float RoundStartSyncDuration = 60.0f;
/// <summary>
/// How long the server keeps events that everyone currently synced has received
/// </summary>
public const 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 const float OldReceivedEventKickTime = 10.0f;
/// <summary>
/// If a client hasn't received an event after this time, they get kicked
/// </summary>
public const 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;
}
/// <summary>
/// Quantizes the value so it's "as accurate as it can be" when the value is represented using the specified number of bits.
/// Relevant e.g. when writing float values into network messages using some specific number of bits.
/// </summary>
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));
}
/// <summary>
/// Quantizes the value so it's "as accurate as it can be" when the value is represented using the specified number of bits.
/// Relevant e.g. when writing float values into network messages using some specific number of bits.
/// </summary>
public static float Quantize(float value, float min, float max, int numberOfBits)
{
value = MathHelper.Clamp(value, min, max);
float step = (max - min) / ((1 << numberOfBits) - 1);
if (Math.Abs(value) < step + 0.00001f)
{
return 0.0f;
}
return MathUtils.RoundTowardsClosest(value - min, step) + min;
}
}
}