Commit the last half of the previous commit
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6f0ff60952
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@ -237,6 +237,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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Camera: {fileID: 9173392441446035453}
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DisableInput: 0
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FullSyncFrequency: 2
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--- !u!114 &3508289943927587728
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -80,8 +80,8 @@ namespace NeonTea.Quakeball.Networking.Instances {
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PlayerJumpPckt jump = (PlayerJumpPckt)packet;
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Players[jump.PlayerId].Controlled.Jump();
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} else if (packet is PlayerSyncPacket) {
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PlayerSyncPacket sync = (PlayerSyncPacket)packet;
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PlayerSyncPacket syncPckt = (PlayerSyncPacket)packet;
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Players[syncPckt.PlayerId].Controlled.ProcessSyncPacket(syncPckt);
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}
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}
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@ -89,7 +89,7 @@ namespace NeonTea.Quakeball.Networking.Instances {
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if (pckt.PlayerId == LocalPlayer.Id) {
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return; // Ignore, again.
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}
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Players[pckt.PlayerId].Controlled.ProcessUpdatePacket(ref pckt);
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Players[pckt.PlayerId].Controlled.ProcessUpdatePacket(pckt);
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}
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public override void UpdateLocalPlayer() {
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@ -108,8 +108,8 @@ namespace NeonTea.Quakeball.Networking.Instances {
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public override void SendPlayerSync() {
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if (SelfIdentified && Server != null) {
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PlayerSyncPacket packet; // Get the sync packet for LocalPlayer
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// SendUnreliable(Server.uid, packet);
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PlayerSyncPacket packet = LocalPlayer.Controlled.CreateSyncPacket();
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Peer.SendUnreliable(Server.uid, packet);
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}
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}
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}
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@ -78,7 +78,7 @@ namespace NeonTea.Quakeball.Networking.Instances {
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PlayerUpdatePckt updatePckt = (PlayerUpdatePckt)packet;
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if (Players[conn.uid].Controlled != null) {
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updatePckt.PlayerId = conn.uid;
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Players[conn.uid].Controlled.ProcessUpdatePacket(ref updatePckt);
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Players[conn.uid].Controlled.ProcessUpdatePacket(updatePckt);
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}
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} else if (packet is PlayerJumpPckt) {
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PlayerJumpPckt jump = (PlayerJumpPckt)packet;
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@ -89,7 +89,11 @@ namespace NeonTea.Quakeball.Networking.Instances {
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}
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}
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} else if (packet is PlayerSyncPacket) {
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PlayerSyncPacket sync = (PlayerSyncPacket)packet;
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PlayerSyncPacket syncPckt = (PlayerSyncPacket)packet;
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if (Players[conn.uid].Controlled != null) {
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syncPckt.PlayerId = conn.uid;
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Players[conn.uid].Controlled.ProcessSyncPacket(syncPckt);
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}
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}
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}
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@ -92,7 +92,9 @@ namespace NeonTea.Quakeball.Players {
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if (Time.time - PreviousPlayerFullSync >= 1f / FullSyncFrequency) {
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FullSyncFrequency = Time.time;
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// TODO: Create and send the packet
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if (Networking.Net.Singleton.Instance != null) {
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Networking.Net.Singleton.Instance.SendPlayerSync();
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}
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}
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}
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}
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@ -65,8 +65,8 @@ namespace NeonTea.Quakeball.Players {
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return new PlayerUpdatePckt(MoveDirection, CurrentMoveStyle, Pitch, Yaw, id);
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}
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/// <summary>Updates this Player with the given packet, and sets it to null. No reusing packets.</summary>
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public void ProcessUpdatePacket(ref PlayerUpdatePckt packet) {
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/// <summary>Updates this Player with the given packet.</summary>
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public void ProcessUpdatePacket(PlayerUpdatePckt packet) {
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Pitch = packet.Pitch;
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Yaw = packet.Yaw;
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MoveDirection = packet.MoveDirection;
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@ -74,13 +74,21 @@ namespace NeonTea.Quakeball.Players {
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packet = null;
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}
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/// <summary>Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server</summary>
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/// <summary>Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server.</summary>
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public PlayerSyncPacket CreateSyncPacket(ulong id = 0) {
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return new PlayerSyncPacket(id, transform.position, GroundVelocity);
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}
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/// <summary>Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server</summary>
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public void ProcessSyncPacket(PlayerSyncPacket syncPckt) {
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/// <summary>Applies the sync packet, checking it for cheatiness if shouldApply is false.</summary>
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public void ProcessSyncPacket(PlayerSyncPacket syncPckt, bool shouldApplyWithoutInspection = true) {
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bool ShouldApply = shouldApplyWithoutInspection;
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if (!shouldApplyWithoutInspection) {
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// TODO: Gaze into the crystal ball to determine the nefariousness level of the packet and update ShouldApply accordingly.
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}
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if (ShouldApply) {
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transform.position = syncPckt.Location;
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GroundVelocity = syncPckt.Location;
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}
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}
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/// <summary>The normal of the ground below the player. If there is no ground, it's <c>Vector3.up</c> by default.</summary>
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