Example #1
0
        public void HandleMessage(IServerMessageBase msg)
        {
            if (!(msg.Data is VesselPositionMsgData msgData))
            {
                return;
            }

            var vesselId = msgData.VesselId;

            //Ignore vessel updates for our own controlled vessel
            if (LockSystem.LockQuery.ControlLockBelongsToPlayer(vesselId, SettingsSystem.CurrentSettings.PlayerName))
            {
                return;
            }

            //Ignore updates if vessel is in kill list
            if (SystemsContainer.Get <VesselRemoveSystem>().VesselWillBeKilled(vesselId))
            {
                return;
            }

            //Vessel might exist in the store but not in game (if the vessel is in safety bubble for example)
            VesselsProtoStore.UpdateVesselProtoPosition(msgData);

            if (!VesselPositionSystem.CurrentVesselUpdate.TryGetValue(vesselId, out var existingPositionUpdate))
            {
                VesselPositionSystem.CurrentVesselUpdate.TryAdd(vesselId, MessageToPositionTransfer.CreateFromMessage(msg));
                VesselPositionSystem.TargetVesselUpdate.TryAdd(vesselId, MessageToPositionTransfer.CreateFromMessage(msg));
            }
            else
            {
                //Here we check that the message timestamp is lower than the message we received. UDP is not reliable and can deliver packets not in order!
                //Also we only process messages if the interpolation is finished
                if (existingPositionUpdate.TimeStamp < msgData.TimeStamp &&
                    VesselPositionSystem.TargetVesselUpdate.TryGetValue(vesselId, out var existingTargetPositionUpdate) && existingTargetPositionUpdate.TimeStamp < msgData.TimeStamp)
                {
                    if (SettingsSystem.CurrentSettings.InterpolationEnabled)
                    {
                        //Here we set the start position to the current VESSEL position in order to LERP correctly
                        existingPositionUpdate.Restart();
                    }
                    else
                    {
                        //Here we just set the interpolation as not started
                        existingPositionUpdate.ResetFields();
                    }

                    //Overwrite the TARGET data with the data we've received in the message
                    MessageToPositionTransfer.UpdateFromMessage(msg, existingTargetPositionUpdate);
                }
            }
        }
Example #2
0
        public void HandleMessage(IServerMessageBase msg)
        {
            if (!(msg.Data is VesselPositionMsgData msgData))
            {
                return;
            }

            var vesselId = msgData.VesselId;

            if (!VesselCommon.DoVesselChecks(vesselId))
            {
                return;
            }

            //Vessel might exist in the store but not in game (if the vessel is in safety bubble for example)
            VesselsProtoStore.UpdateVesselProtoPosition(msgData);

            if (!VesselPositionSystem.CurrentVesselUpdate.TryGetValue(vesselId, out var existingPositionUpdate))
            {
                var current = MessageToPositionTransfer.CreateFromMessage(msg);
                var target  = MessageToPositionTransfer.CreateFromMessage(msg);

                VesselPositionSystem.CurrentVesselUpdate.TryAdd(vesselId, current);
                VesselPositionSystem.TargetVesselUpdate.TryAdd(vesselId, target);
                VesselPositionSystem.TargetVesselUpdateQueue.TryAdd(vesselId, new FixedSizedConcurrentQueue <VesselPositionUpdate>(VesselPositionSystem.MaxQueuedUpdates));

                current.SetTarget(target);
            }
            else
            {
                if (SettingsSystem.CurrentSettings.InterpolationEnabled)
                {
                    if (VesselPositionSystem.TargetVesselUpdateQueue.TryGetValue(vesselId, out var queue))
                    {
                        queue.Enqueue(MessageToPositionTransfer.CreateFromMessage(msg));
                    }
                }
                else
                {
                    if (VesselPositionSystem.TargetVesselUpdate.TryGetValue(vesselId, out var existingTargetPositionUpdate))
                    {
                        //Overwrite the TARGET data with the data we've received in the message
                        MessageToPositionTransfer.UpdateFromMessage(msg, existingTargetPositionUpdate);
                        //Here we just set the interpolation as not started
                        existingPositionUpdate.SetTarget(existingTargetPositionUpdate);
                    }
                }
            }
        }
Example #3
0
        public void SendVesselPositionUpdate(Vessel vessel)
        {
            var msg = MessageToPositionTransfer.CreateMessageFromVessel(vessel);

            if (msg == null)
            {
                return;
            }

            msg.GameTime = Planetarium.GetUniversalTime();

            //Update our own values in the store aswell as otherwise if we leave the vessel it can still be in the safety bubble
            VesselsProtoStore.UpdateVesselProtoPosition(msg);

            SendMessage(msg);
        }
        public void HandleMessage(IServerMessageBase msg)
        {
            if (!(msg.Data is VesselPositionMsgData msgData))
            {
                return;
            }

            var vesselId = msgData.VesselId;

            if (!System.DoVesselChecks(vesselId))
            {
                return;
            }

            //Vessel might exist in the store but not in game (if the vessel is in safety bubble for example)
            VesselsProtoStore.UpdateVesselProtoPosition(msgData);

            if (!VesselPositionSystem.CurrentVesselUpdate.TryGetValue(vesselId, out var existingPositionUpdate))
            {
                var current = MessageToPositionTransfer.CreateFromMessage(msg);
                var target  = MessageToPositionTransfer.CreateFromMessage(msg);

                VesselPositionSystem.CurrentVesselUpdate.TryAdd(vesselId, current);
                VesselPositionSystem.TargetVesselUpdate.TryAdd(vesselId, target);

                current.ResetFields(target);
            }
            else
            {
                if (VesselPositionSystem.TargetVesselUpdate.TryGetValue(vesselId, out var existingTargetPositionUpdate))
                {
                    //Overwrite the TARGET data with the data we've received in the message
                    MessageToPositionTransfer.UpdateFromMessage(msg, existingTargetPositionUpdate);

                    if (SettingsSystem.CurrentSettings.InterpolationEnabled)
                    {
                        //Here we set the start position to the current VESSEL position in order to LERP correctly
                        existingPositionUpdate.Restart(existingTargetPositionUpdate);
                    }
                    else
                    {
                        //Here we just set the interpolation as not started
                        existingPositionUpdate.ResetFields(existingTargetPositionUpdate);
                    }
                }
            }
        }
Example #5
0
        public void SendVesselPositionUpdate(Vessel vessel)
        {
            var msg = MessageToPositionTransfer.CreateMessageFromVessel(vessel);

            if (msg == null)
            {
                return;
            }

            msg.GameTime = Planetarium.GetUniversalTime();

            if (!vessel.loaded)
            {
                vessel.orbit?.UpdateFromStateVectors(vessel.orbit.pos, vessel.orbit.vel, vessel.orbit.referenceBody, Planetarium.GetUniversalTime());
            }

            //Update our own values in the store aswell as otherwise if we leave the vessel it can still be in the safety bubble
            VesselsProtoStore.UpdateVesselProtoPosition(msg);

            SendMessage(msg);
        }