Less respawn rubberbanding

This commit is contained in:
Anuken
2021-06-03 15:59:22 -04:00
parent 1cbd58820e
commit 1c4184db4b
7 changed files with 61 additions and 16 deletions

View File

@@ -229,8 +229,10 @@ public class DesktopInput extends InputHandler{
if(on != null){
Call.unitControl(player, on);
shouldShoot = false;
recentRespawnTimer = 1f;
}else if(build != null){
Call.buildingControlSelect(player, build);
recentRespawnTimer = 1f;
}
}
}
@@ -239,8 +241,9 @@ public class DesktopInput extends InputHandler{
updateMovement(player.unit());
if(Core.input.keyTap(Binding.respawn)){
Call.unitClear(player);
controlledType = null;
recentRespawnTimer = 1f;
Call.unitClear(player);
}
}

View File

@@ -58,6 +58,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
public Group uiGroup;
public boolean isBuilding = true, buildWasAutoPaused = false, wasShooting = false;
public @Nullable UnitType controlledType;
public float recentRespawnTimer;
public @Nullable Schematic lastSchematic;
public GestureDetector detector;
@@ -375,15 +376,27 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
throw new ValidateException(player, "Player cannot control a unit.");
}
//TODO problem:
//1. server send snapshot
//2. client requests to control unit, becomes unit locally
//3. snapshot arrives, client now thinks they're in the old unit (!!!)
//4. server gets packet that player is in the right unit
//5. server sends snapshot
//6. client gets snapshot, realizes that they are actually in the unit they selected
//7. client gets switched to new unit -> rubberbanding (!!!)
//clear player unit when they possess a core
if(unit == null){ //just clear the unit (is this used?)
player.clearUnit();
//make sure it's AI controlled, so players can't overwrite each other
}else if(unit.isAI() && unit.team == player.team() && !unit.dead){
if(!net.client()){
player.unit(unit);
if(net.client()){
player.justSwitchFrom = player.unit();
player.justSwitchTo = unit;
}
player.unit(unit);
Time.run(Fx.unitSpirit.lifetime, () -> Fx.unitControl.at(unit.x, unit.y, 0f, unit));
if(!player.dead()){
Fx.unitSpirit.at(player.x, player.y, 0f, unit);
@@ -393,12 +406,14 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
Events.fire(new UnitControlEvent(player, unit));
}
@Remote(targets = Loc.both, called = Loc.both, forward = true)
@Remote(targets = Loc.both, called = Loc.server, forward = true)
public static void unitClear(Player player){
if(player == null) return;
//problem: this gets called on both ends. it shouldn't be.
Fx.spawn.at(player);
player.clearUnit();
player.checkSpawn();
player.deathTimer = Player.deathDelay + 1f; //for instant respawn
}
@@ -419,7 +434,6 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
player.unit().commandNearby(new CircleFormation());
Fx.commandSend.at(player, player.unit().type.commandRadius);
}
}
public Eachable<BuildPlan> allRequests(){
@@ -451,7 +465,9 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
wasShooting = player.shooting;
if(!player.dead()){
//only reset the controlled type and control a unit after the timer runs out
//essentially, this means the client waits for 1 second after controlling something before trying to control something else automatically
if(!player.dead() && (recentRespawnTimer -= Time.delta / 60f) <= 0f){
controlledType = player.unit().type;
}
@@ -461,6 +477,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
if(unit != null){
//only trying controlling once a second to prevent packet spam
if(!net.client() || controlInterval.get(0, 70f)){
recentRespawnTimer = 1f;
Call.unitControl(player, unit);
}
}

View File

@@ -614,8 +614,10 @@ public class MobileInput extends InputHandler implements GestureListener{
//control a unit/block detected on first tap of double-tap
if(unitTapped != null){
Call.unitControl(player, unitTapped);
recentRespawnTimer = 1f;
}else if(buildingTapped != null){
Call.buildingControlSelect(player, buildingTapped);
recentRespawnTimer = 1f;
}else if(!tryBeginMine(cursor)){
tileTapped(linked.build);
}