private void doPlayerReconciliation(ClientPlayer player, NetworkingData.PlayerStateData playerState)
    {
        var reconciledPosition = playerState.Position;

        var max = player.reconciliationInputs.Count;

        if (player.reconciliationInputs.Count > 100)
        {
            Debug.LogError($"We seem to be leaking reconciliation inputs (count: {player.reconciliationInputs.Count}");
        }

        for (int x = 0; x < max; x++)
        {
            var nextInput = player.reconciliationInputs.Dequeue();

            if (nextInput.InputSeq >= playerState.LastProcessedInput)
            {
                reconciledPosition = PlayerMovement.MovePlayer(nextInput, reconciledPosition, nextInput.DeltaTime);
            }

            var renderPosition = player.transform.localPosition;
            if (Vector2.Distance(new Vector2(renderPosition.x, renderPosition.y), reconciledPosition) > 0.05f)
            {
                //TODO may want to really, really re-verify this reconciliation logic isn't causing issues/popping/choppy rendering
                //TODO remove me Debug.Log($"reconciling position from rendered position: {renderPosition.x}, {renderPosition.y} to server position: {reconciledPosition.X}, {reconciledPosition.Y}");
                player.transform.localPosition = new Vector3(reconciledPosition.X, reconciledPosition.Y, 0);
            }
        }
    }
Beispiel #2
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        void OnGazeData(double x, double y, double timestamp)
        {
            _curPos.X = MovingAverageWeight * (float)x + (1 - MovingAverageWeight) * _curPos.X;
            _curPos.Y = MovingAverageWeight * (float)y + (1 - MovingAverageWeight) * _curPos.Y;

            if (Vec2.Distance(_curPos, _lastWarpPoint) > _warpPointRadius)
            {
                _lastWarpPoint = _curPos;
            }

            if (_enableDebugLogs)
            {
                Console.WriteLine("New Position: ({0},{1})", _curPos.X, _curPos.Y);
            }
            if (_moveKeyPressed)
            {
                SetMousePosition();
            }
        }
Beispiel #3
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        /// <summary>
        /// Returns the first walkable adjacent node that is closest to pRefPoint.
        /// </summary>
        public Vector2?GetClosestWalkable(Vector2 pPoint, Vector2 pRefPoint)
        {
            if (IsWalkable(pPoint))
            {
                return(pPoint);
            }

            List <Node> neighbours = new List <Node>();
            const int   max_steps  = 3;          //todo: make dependent on input parameter?

            for (int dist = 1; dist < max_steps; dist++)
            {
                neighbours = GetNodesInDistance(GetNode(pPoint), dist, true);
                if (IsAnyWalkable(neighbours))
                {
                    break;
                }
                else
                {
                    neighbours.Clear();
                }
            }

            //sort ascending based on distance to pRefPoint
            neighbours.Sort((a, b) => Vector2.Distance(a.Center, pRefPoint)
                            .CompareTo(Vector2.Distance(b.Center, pRefPoint)));

            foreach (var n in neighbours)
            {
                if (n.Walkable)
                {
                    return(n.Center);
                }
            }
            return(null);
        }
Beispiel #4
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 [MethodImpl(MethodImplOptions.AggressiveInlining)] public static FLOAT Distance(VECTOR a, VECTOR b)
 {
     return(VECTOR.Distance(a, b));
 }