forked from teamnwah/openmw-tes3coop
[Client] Send PlayerPosition packets based on a timeout
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parent
ef12a37d59
commit
62aa6ed7ea
1 changed files with 60 additions and 44 deletions
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@ -182,12 +182,25 @@ void LocalPlayer::updateStatsDynamic(bool forceUpdate)
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static MWMechanics::DynamicStat<float> oldMagicka(ptrCreatureStats->getMagicka());
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static MWMechanics::DynamicStat<float> oldFatigue(ptrCreatureStats->getFatigue());
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static float timer = 0;
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static float statTimer = 0;
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const float timeoutSec = 0.5;
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if ((timer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec || forceUpdate)
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if (forceUpdate || (statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
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{
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if (oldHealth != health || oldMagicka != magicka || oldFatigue != fatigue || forceUpdate)
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// Update stats when they become 0 or they have changed enough
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//
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// Also check for an oldHealth of 0 changing to something else for resurrected NPCs
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bool shouldUpdateHealth = oldHealth != health && (health.getCurrent() == 0 || oldHealth.getCurrent() == 0 || abs(oldHealth.getCurrent() - health.getCurrent()) > 3);
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bool shouldUpdateMagicka = false;
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bool shouldUpdateFatigue = false;
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if (!shouldUpdateHealth)
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shouldUpdateMagicka = oldMagicka != magicka && (magicka.getCurrent() == 0 || abs(oldMagicka.getCurrent() - magicka.getCurrent()) > 10);
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if (!shouldUpdateMagicka)
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shouldUpdateFatigue = oldFatigue != fatigue && (fatigue.getCurrent() == 0 || abs(oldFatigue.getCurrent() - fatigue.getCurrent()) > 10);
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if (forceUpdate || shouldUpdateHealth || shouldUpdateMagicka || shouldUpdateFatigue)
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{
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oldHealth = health;
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oldMagicka = magicka;
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@ -197,7 +210,7 @@ void LocalPlayer::updateStatsDynamic(bool forceUpdate)
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magicka.writeState(creatureStats.mDynamic[1]);
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fatigue.writeState(creatureStats.mDynamic[2]);
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timer = 0;
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statTimer = 0;
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getNetworking()->getPlayerPacket(ID_PLAYER_STATS_DYNAMIC)->setPlayer(this);
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getNetworking()->getPlayerPacket(ID_PLAYER_STATS_DYNAMIC)->Send();
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@ -299,51 +312,54 @@ void LocalPlayer::updateBounty(bool forceUpdate)
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void LocalPlayer::updatePosition(bool forceUpdate)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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MWWorld::Ptr player = world->getPlayerPtr();
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static float positionTimer = 0;
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const float timeoutSec = 0.015;
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const MWMechanics::Movement &move = player.getClass().getMovementSettings(player);
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static bool posWasChanged = false;
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static bool isJumping = false;
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static bool sentJumpEnd = true;
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ESM::Position ptrPos = player.getRefData().getPosition();
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const bool posIsChanging = (move.mPosition[0] != 0 || move.mPosition[1] != 0 || move.mPosition[2] != 0
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|| move.mRotation[0] != 0 || move.mRotation[1] != 0 || move.mRotation[2] != 0);
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if (posIsChanging || posWasChanged || forceUpdate)
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if (forceUpdate || (positionTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
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{
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posWasChanged = posIsChanging;
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MWBase::World *world = MWBase::Environment::get().getWorld();
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MWWorld::Ptr player = world->getPlayerPtr();
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if (!isJumping && !world->isOnGround(player) && !world->isFlying(player))
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static bool posWasChanged = false;
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static bool isJumping = false;
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static bool sentJumpEnd = true;
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const MWMechanics::Movement &move = player.getClass().getMovementSettings(player);
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bool posIsChanging = (move.mPosition[0] != 0 || move.mPosition[1] != 0 || move.mPosition[2] != 0 ||
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move.mRotation[0] != 0 || move.mRotation[1] != 0 || move.mRotation[2] != 0);
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if (forceUpdate || posIsChanging || posWasChanged)
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{
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isJumping = true;
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posWasChanged = posIsChanging;
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if (!isJumping && !world->isOnGround(player) && !world->isFlying(player))
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{
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isJumping = true;
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}
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position = player.getRefData().getPosition();
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direction.pos[0] = move.mPosition[0];
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direction.pos[1] = move.mPosition[1];
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direction.pos[2] = move.mPosition[2];
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getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->setPlayer(this);
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getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->Send();
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}
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else if (isJumping && world->isOnGround(player))
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{
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isJumping = false;
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sentJumpEnd = false;
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}
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// Packet with jump end position has to be sent one tick after above check
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else if (!sentJumpEnd)
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{
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sentJumpEnd = true;
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position = player.getRefData().getPosition();
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getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->setPlayer(this);
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getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->Send();
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}
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position = ptrPos;
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direction.pos[0] = move.mPosition[0];
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direction.pos[1] = move.mPosition[1];
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direction.pos[2] = move.mPosition[2];
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getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->setPlayer(this);
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getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->Send();
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}
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else if (isJumping && world->isOnGround(player))
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{
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isJumping = false;
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sentJumpEnd = false;
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}
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// Packet with jump end position has to be sent one tick after above check
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else if (!sentJumpEnd)
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{
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sentJumpEnd = true;
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position = ptrPos;
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getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->setPlayer(this);
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getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->Send();
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}
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}
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