Less respawn rubberbanding
This commit is contained in:
@@ -2005,7 +2005,7 @@ public class Blocks implements ContentList{
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requirements(Category.units, with(Items.silicon, 70, Items.thorium, 60, Items.plastanium, 60));
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size = 2;
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length = 6f;
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repairSpeed = 5f;
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repairSpeed = 4f;
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repairRadius = 140f;
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powerUse = 5f;
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beamWidth = 1.1f;
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@@ -1936,7 +1936,6 @@ public class UnitTypes implements ContentList{
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ejectEffect = Fx.none;
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bullet = new FlakBulletType(2.5f, 25){{
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sprite = "missile-large";
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collides = false;
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//for targeting
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collidesGround = collidesAir = true;
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explodeRange = 40f;
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@@ -1950,9 +1949,9 @@ public class UnitTypes implements ContentList{
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lightColor = Pal.heal;
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splashDamageRadius = 30f;
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splashDamage = 28f;
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splashDamage = 25f;
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lifetime = 90f;
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lifetime = 80f;
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backColor = Pal.heal;
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frontColor = Color.white;
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@@ -1982,11 +1981,11 @@ public class UnitTypes implements ContentList{
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fragBullets = 7;
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fragVelocityMin = 0.3f;
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fragBullet = new MissileBulletType(3.9f, 12){{
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fragBullet = new MissileBulletType(3.9f, 11){{
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homingPower = 0.2f;
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weaveMag = 4;
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weaveScale = 4;
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lifetime = 70f;
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lifetime = 60f;
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shootEffect = Fx.shootHeal;
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smokeEffect = Fx.hitLaser;
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splashDamage = 13f;
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@@ -2112,8 +2111,8 @@ public class UnitTypes implements ContentList{
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bullet = new ContinuousLaserBulletType(){{
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maxRange = 90f;
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damage = 25f;
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length = 90f;
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damage = 26f;
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length = 95f;
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hitEffect = Fx.hitMeltHeal;
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drawSize = 200f;
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lifetime = 155f;
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@@ -2160,7 +2159,7 @@ public class UnitTypes implements ContentList{
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timeIncrease = 3f;
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timeDuration = 60f * 20f;
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powerDamageScl = 3f;
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damage = 40;
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damage = 50;
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hitColor = lightColor = Pal.heal;
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lightRadius = 70f;
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clipSize = 250f;
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@@ -2176,7 +2175,7 @@ public class UnitTypes implements ContentList{
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trailWidth = 6f;
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trailColor = Pal.heal;
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trailInterval = 3f;
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splashDamage = 40f;
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splashDamage = 60f;
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splashDamageRadius = rad;
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hitShake = 4f;
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trailRotation = true;
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@@ -45,6 +45,7 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
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transient String lastText = "";
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transient float textFadeTime;
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transient private Unit lastReadUnit = Nulls.unit;
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transient @Nullable Unit justSwitchFrom, justSwitchTo;
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public boolean isBuilder(){
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return unit.canBuild();
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@@ -100,6 +101,16 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
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@Override
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public void afterSync(){
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//fix rubberbanding:
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//when the player recs a unit that they JUST transitioned away from, use the new unit instead
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//reason: we know the server is lying here, essentially skip the unit snapshot because we know the client's information is more recent
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if(isLocal() && unit == justSwitchFrom && justSwitchFrom != null && justSwitchTo != null){
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unit = justSwitchTo;
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}else{
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justSwitchFrom = null;
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justSwitchTo = null;
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}
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//simulate a unit change after sync
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Unit set = unit;
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unit = lastReadUnit;
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@@ -149,6 +160,13 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
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}
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public void checkSpawn(){
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CoreBuild core = bestCore();
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if(core != null){
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core.requestSpawn(self());
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}
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}
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@Override
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public void remove(){
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//clear unit upon removal
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@@ -171,6 +189,11 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
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}
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public void unit(Unit unit){
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//refuse to switch when the unit was just transitioned from
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if(isLocal() && unit == justSwitchFrom && justSwitchFrom != null && justSwitchTo != null){
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return;
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}
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if(unit == null) throw new IllegalArgumentException("Unit cannot be null. Use clearUnit() instead.");
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if(this.unit == unit) return;
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@@ -229,8 +229,10 @@ public class DesktopInput extends InputHandler{
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if(on != null){
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Call.unitControl(player, on);
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shouldShoot = false;
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recentRespawnTimer = 1f;
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}else if(build != null){
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Call.buildingControlSelect(player, build);
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recentRespawnTimer = 1f;
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}
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}
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}
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@@ -239,8 +241,9 @@ public class DesktopInput extends InputHandler{
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updateMovement(player.unit());
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if(Core.input.keyTap(Binding.respawn)){
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Call.unitClear(player);
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controlledType = null;
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recentRespawnTimer = 1f;
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Call.unitClear(player);
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}
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}
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@@ -58,6 +58,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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public Group uiGroup;
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public boolean isBuilding = true, buildWasAutoPaused = false, wasShooting = false;
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public @Nullable UnitType controlledType;
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public float recentRespawnTimer;
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public @Nullable Schematic lastSchematic;
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public GestureDetector detector;
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@@ -375,15 +376,27 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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throw new ValidateException(player, "Player cannot control a unit.");
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}
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//TODO problem:
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//1. server send snapshot
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//2. client requests to control unit, becomes unit locally
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//3. snapshot arrives, client now thinks they're in the old unit (!!!)
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//4. server gets packet that player is in the right unit
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//5. server sends snapshot
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//6. client gets snapshot, realizes that they are actually in the unit they selected
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//7. client gets switched to new unit -> rubberbanding (!!!)
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//clear player unit when they possess a core
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if(unit == null){ //just clear the unit (is this used?)
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player.clearUnit();
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//make sure it's AI controlled, so players can't overwrite each other
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}else if(unit.isAI() && unit.team == player.team() && !unit.dead){
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if(!net.client()){
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player.unit(unit);
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if(net.client()){
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player.justSwitchFrom = player.unit();
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player.justSwitchTo = unit;
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}
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player.unit(unit);
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Time.run(Fx.unitSpirit.lifetime, () -> Fx.unitControl.at(unit.x, unit.y, 0f, unit));
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if(!player.dead()){
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Fx.unitSpirit.at(player.x, player.y, 0f, unit);
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@@ -393,12 +406,14 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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Events.fire(new UnitControlEvent(player, unit));
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}
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@Remote(targets = Loc.both, called = Loc.both, forward = true)
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@Remote(targets = Loc.both, called = Loc.server, forward = true)
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public static void unitClear(Player player){
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if(player == null) return;
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//problem: this gets called on both ends. it shouldn't be.
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Fx.spawn.at(player);
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player.clearUnit();
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player.checkSpawn();
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player.deathTimer = Player.deathDelay + 1f; //for instant respawn
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}
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@@ -419,7 +434,6 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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player.unit().commandNearby(new CircleFormation());
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Fx.commandSend.at(player, player.unit().type.commandRadius);
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}
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}
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public Eachable<BuildPlan> allRequests(){
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@@ -451,7 +465,9 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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wasShooting = player.shooting;
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if(!player.dead()){
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//only reset the controlled type and control a unit after the timer runs out
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//essentially, this means the client waits for 1 second after controlling something before trying to control something else automatically
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if(!player.dead() && (recentRespawnTimer -= Time.delta / 60f) <= 0f){
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controlledType = player.unit().type;
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}
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@@ -461,6 +477,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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if(unit != null){
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//only trying controlling once a second to prevent packet spam
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if(!net.client() || controlInterval.get(0, 70f)){
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recentRespawnTimer = 1f;
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Call.unitControl(player, unit);
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}
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}
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@@ -614,8 +614,10 @@ public class MobileInput extends InputHandler implements GestureListener{
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//control a unit/block detected on first tap of double-tap
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if(unitTapped != null){
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Call.unitControl(player, unitTapped);
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recentRespawnTimer = 1f;
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}else if(buildingTapped != null){
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Call.buildingControlSelect(player, buildingTapped);
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recentRespawnTimer = 1f;
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}else if(!tryBeginMine(cursor)){
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tileTapped(linked.build);
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}
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@@ -721,6 +721,7 @@ public class HudFragment extends Fragment{
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t.clicked(() -> {
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if(!player.dead() && mobile){
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Call.unitClear(player);
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control.input.recentRespawnTimer = 1f;
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control.input.controlledType = null;
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}
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});
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