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Sync based on system time
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parent
24195dac81
commit
fce30e6ae5
3 changed files with 7 additions and 5 deletions
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@ -35,8 +35,8 @@ import static mindustry.Vars.*;
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public class NetServer implements ApplicationListener{
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/** note that snapshots are compressed, so the max snapshot size here is above the typical UDP safe limit */
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private static final int maxSnapshotSize = 800, timerBlockSync = 0;
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private static final float serverSyncTime = 12, blockSyncTime = 60 * 6;
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private static final int maxSnapshotSize = 800, timerBlockSync = 0, serverSyncTime = 200;
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private static final float blockSyncTime = 60 * 6;
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private static final FloatBuffer fbuffer = FloatBuffer.allocate(20);
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private static final Vec2 vector = new Vec2();
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private static final Rect viewport = new Rect();
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@ -967,9 +967,11 @@ public class NetServer implements ApplicationListener{
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return;
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}
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NetConnection connection = player.con;
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var connection = player.con;
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if(!player.timer(0, serverSyncTime) || !connection.hasConnected) return;
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if(Time.timeSinceMillis(connection.syncTime) < serverSyncTime || !connection.hasConnected) return;
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connection.syncTime = Time.millis();
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try{
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writeEntitySnapshot(player);
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@ -164,7 +164,6 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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pay.payloads().peek() instanceof BuildPayload p2 ? p2.block() : null) : null;
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default -> noSensed;
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};
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}
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@Override
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@ -18,6 +18,7 @@ public abstract class NetConnection{
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public boolean mobile, modclient;
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public @Nullable Player player;
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public boolean kicked = false;
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public long syncTime;
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/** When this connection was established. */
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public long connectTime = Time.millis();
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