static void OnPositionBatchUpdate(ref PositionUpdateBatchMsg msg, MyNetworkClient sender)
        {
            for (int i = 0; i < msg.Positions.Count; i++)
            {
                var m = msg.Positions[i];

                MyEntity e;
                if (MyEntities.TryGetEntityById <MyEntity>(m.EntityId, out e))
                {
                    (e.SyncObject as MySyncEntity).OnPositionUpdate(ref m, sender);
                }
            }
        }
        public static void SendPositionUpdates(List <MyEntity> entities)
        {
            PositionUpdateBatchMsg msg = new PositionUpdateBatchMsg();

            msg.Positions = new List <PositionUpdateMsg>(entities.Count);

            foreach (var entity in entities)
            {
                msg.Positions.Add(CreatePositionMsg(entity));
                ((MySyncEntity)entity.SyncObject).ResetUpdateTimer();
                ((MySyncEntity)entity.SyncObject).m_positionDirty = false;
            }

            MySession.Static.SyncLayer.SendMessageToAll(ref msg);
        }
        private void SendPositionUpdate()
        {
            float epsilonSq = 0.05f * 0.05f;

            if (m_updateFrameCount == ConstantMovementUpdateCount && (Entity.Physics == null ||
                                                                      Entity.Physics.LinearAcceleration.LengthSquared() > epsilonSq ||
                                                                      Entity.Physics.AngularAcceleration.LengthSquared() > epsilonSq))
            {
                m_updateFrameCount = DefaultUpdateCount;
            }

            if (MyMultiplayer.Static != null && MyMultiplayer.Static.FrameCounter - m_lastUpdateFrame >= m_updateFrameCount)
            {
                m_updateFrameCount = ConstantMovementUpdateCount;

                // TODO: abstraction would be nice
                var syncGrid = this as MySyncGrid;
                if (syncGrid != null)
                {
                    var g = MyCubeGridGroups.Static.Physical.GetGroup(syncGrid.Entity);

                    PositionUpdateBatchMsg msg = new PositionUpdateBatchMsg();
                    msg.Positions = new List <PositionUpdateMsg>(g.Nodes.Count);

                    foreach (var node in g.Nodes)
                    {
                        msg.Positions.Add(CreatePositionMsg(node.NodeData));
                        node.NodeData.SyncObject.ResetUpdateTimer();
                        node.NodeData.SyncObject.m_positionDirty = false;
                    }

                    MySession.Static.SyncLayer.SendMessageToAll(ref msg);
                }
                else
                {
                    ResetUpdateTimer();
                    PositionUpdateMsg msg = CreatePositionMsg(Entity);
                    MySession.Static.SyncLayer.SendMessageToAll(ref msg);
                }
                m_positionDirty = false;
            }
            else if (MyMultiplayer.Static != null)
            {
                MyMultiplayer.Static.RegisterForTick(this);
                m_positionDirty = true;
            }
        }
Esempio n. 4
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        private void SendPositionUpdate()
        {
            if (MyMultiplayer.Static == null)
            {
                return;
            }
            Debug.Assert(MySandboxGame.Static != null);
            float epsilonSq = 0.05f * 0.05f;

            if (m_updateFrameCount == ConstantMovementUpdateCount && (Entity.Physics == null ||
                                                                      Entity.Physics.LinearAcceleration.LengthSquared() > epsilonSq ||
                                                                      Entity.Physics.AngularAcceleration.LengthSquared() > epsilonSq))
            {
                m_updateFrameCount = DefaultUpdateCount;
            }

            bool timeForUpdate;

            if (MyFakes.NEW_POS_UPDATE_TIMING)
            {
                timeForUpdate = (MySandboxGame.Static.UpdateTime - m_lastUpdateTime).Seconds > (m_updateFrameCount / MyEngineConstants.UPDATE_STEPS_PER_SECOND);
            }
            else
            {
                timeForUpdate = MyMultiplayer.Static.FrameCounter - m_lastUpdateFrame >= m_updateFrameCount;
            }

            if (timeForUpdate)
            {
                m_updateFrameCount = ConstantMovementUpdateCount;

                // TODO: abstraction would be nice
                var syncGrid = this as MySyncGrid;
                if (syncGrid != null)
                {
                    var g = MyCubeGridGroups.Static.Physical.GetGroup(syncGrid.Entity);

                    PositionUpdateBatchMsg msg = new PositionUpdateBatchMsg();
                    msg.Positions = new List <PositionUpdateMsg>(g.Nodes.Count);

                    foreach (var node in g.Nodes)
                    {
                        msg.Positions.Add(CreatePositionMsg(node.NodeData));
                        node.NodeData.SyncObject.ResetUpdateTimer();
                        node.NodeData.SyncObject.m_positionDirty = false;
                    }

                    MySession.Static.SyncLayer.SendMessageToAll(ref msg);
                }
                else
                {
                    ResetUpdateTimer();
                    PositionUpdateMsg msg = CreatePositionMsg(Entity);
                    MySession.Static.SyncLayer.SendMessageToAll(ref msg);
                }
                m_positionDirty = false;
            }
            else if (MyMultiplayer.Static != null)
            {
                MyMultiplayer.Static.RegisterForTick(this);
                m_positionDirty = true;
            }
        }