38 lines
1.4 KiB
C#
38 lines
1.4 KiB
C#
using UnityEngine;
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using NeonTea.Quakeball.Networking.Packets;
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using NeonTea.Quakeball.Interface;
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namespace NeonTea.Quakeball.Players {
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/// <summary>A controller class for a remote player. Gets updates from the network and touches the relevant components.</summary>
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[RequireComponent(typeof(Player))]
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public class RemotePlayer : MonoBehaviour {
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private Player Player;
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private PlayerUpdatePckt QueuedPckt = null;
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private float LastUpdateTime = -1;
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public void QueuePacket(PlayerUpdatePckt packet) {
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if (QueuedPckt != null) {
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string Warning = "Can't keep up! Got another packet while one was still in queue, fast-forwarding (and probably desyncing)!";
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Debug.LogWarning(Warning);
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Terminal.Singleton.Println($"<color={Terminal.ERROR_COLOR}>{Warning}</color>");
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// Re-sync?
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Player.ProcessPacket(ref QueuedPckt);
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LastUpdateTime = Time.time;
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}
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QueuedPckt = packet;
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}
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private void Awake() {
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Player = GetComponent<Player>();
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}
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private void Update() {
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if (Time.time - LastUpdateTime >= 1f / Player.UpdateFrequency && QueuedPckt != null) {
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Player.ProcessPacket(ref QueuedPckt);
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LastUpdateTime = Time.time;
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}
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}
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}
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}
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