Add no cheating this time -flag
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276c1b265e
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@ -51,7 +51,6 @@ namespace NeonTea.Quakeball.Net.Instances {
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SelfIdentPckt ident = (SelfIdentPckt)packet;
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SelfIdentPckt ident = (SelfIdentPckt)packet;
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LocalPlayer.Id = ident.PlayerId;
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LocalPlayer.Id = ident.PlayerId;
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Players.Add(LocalPlayer.Id, LocalPlayer);
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Players.Add(LocalPlayer.Id, LocalPlayer);
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Debug.Log($"I got self-identified as {LocalPlayer.Id}");
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SpawnPckt spawn = new SpawnPckt();
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SpawnPckt spawn = new SpawnPckt();
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spawn.Location = LocalPlayer.Controlled.transform.position;
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spawn.Location = LocalPlayer.Controlled.transform.position;
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@ -46,7 +46,6 @@ namespace NeonTea.Quakeball.Net.Instances {
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Players.Add(RemotePlayer.Id, RemotePlayer);
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Players.Add(RemotePlayer.Id, RemotePlayer);
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SelfIdentPckt ident = new SelfIdentPckt();
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SelfIdentPckt ident = new SelfIdentPckt();
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ident.PlayerId = RemotePlayer.Id;
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ident.PlayerId = RemotePlayer.Id;
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Debug.Log("Send self-ident!");
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Peer.SendReliable(conn.uid, ident);
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Peer.SendReliable(conn.uid, ident);
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}
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}
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@ -55,7 +54,6 @@ namespace NeonTea.Quakeball.Net.Instances {
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public override void Handle(Connection conn, Packet packet) {
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public override void Handle(Connection conn, Packet packet) {
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if (packet is SpawnPckt) {
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if (packet is SpawnPckt) {
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Debug.Log("Do i ever get it");
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SpawnPckt spawn = (SpawnPckt)packet;
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SpawnPckt spawn = (SpawnPckt)packet;
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if (Players[conn.uid].Controlled == null) {
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if (Players[conn.uid].Controlled == null) {
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GameObject obj = Net.SpawnPlayer(spawn.Location);
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GameObject obj = Net.SpawnPlayer(spawn.Location);
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@ -210,6 +210,10 @@ namespace NeonTea.Quakeball.TeaNet.Peers {
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conn.Status = ConnectionStatus.Ready;
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conn.Status = ConnectionStatus.Ready;
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ProtocolActionQueues[protocol.Identifier].Enqueue(new ConnectionChangedAction(oldStatus, conn.Status, conn));
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ProtocolActionQueues[protocol.Identifier].Enqueue(new ConnectionChangedAction(oldStatus, conn.Status, conn));
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}
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}
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if (!(oldStatus == ConnectionStatus.Establishing || oldStatus == ConnectionStatus.Ready)) {
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break; // No cheating at this table! For realsies this time!
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}
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conn.Internal.LatestOutwardReliable = buffer.ReadInt();
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conn.Internal.LatestOutwardReliable = buffer.ReadInt();
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List<Packet> list = PacketQueue[conn.uid];
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List<Packet> list = PacketQueue[conn.uid];
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