Esempio n. 1
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        protected override void OnEventFired(object source, EntityCreationStartingEventArgs args)
        {
            IMovementData movementData = MovementDataMappable.RetrieveEntity(args.EntityGuid);

            //We just need to make the world transform match
            //the initial movement data
            TransformMap.AddObject(args.EntityGuid, new WorldTransform(movementData.InitialPosition.x, movementData.InitialPosition.y, movementData.InitialPosition.z, movementData.Rotation));
        }
Esempio n. 2
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 /// <summary>
 /// Remove o mapeamento existente entre origem e destino
 /// </summary>
 /// <param name="sourceField"></param>
 /// <returns></returns>
 public Transform Unmap(string sourceField)
 {
     if (TransformMap.ContainsKey(sourceField))
     {
         TransformMap.Remove(sourceField);
     }
     if (TransformFuncs.ContainsKey(sourceField))
     {
         TransformFuncs.Remove(sourceField);
     }
     return(this);
 }
Esempio n. 3
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        /// <inheritdoc />
        public void Tick()
        {
            //Don't pass in different remote time, large amounts of objects may get a millisecond or two more time drift from the start.
            long currentRemoteTime = TimeService.CurrentRemoteTime;

            foreach (var entry in MovementGenerators.EnumerateWithGuid(KnonwnEntities))
            {
                entry.ComponentValue.Update(WorldObjectMap.RetrieveEntity(entry.EntityGuid), currentRemoteTime);

                Vector3 currentPosition = entry.ComponentValue.CurrentPosition;
                TransformMap.ReplaceObject(entry.EntityGuid, new WorldTransform(currentPosition.x, currentPosition.y, currentPosition.z, TransformMap.RetrieveEntity(entry.EntityGuid).YAxisRotation));
            }
        }
Esempio n. 4
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        protected override void OnEventFired(object source, MovementInputChangedEventArgs args)
        {
            //We send remote time instead of remoteTime + latency because
            //our client is going to move right away and we want EVERYONE
            //to view us as if we had started moving at the same time as the
            //local client percieves it.
            long timeStamp = TimeService.CurrentRemoteTime;

            //We also are going to send a position hint to the server.
            //Server has authority in rejecting this hint, and it should if it finds its
            //WAY off. However this is how we deal with the issue of desyncronization
            //by having the client be semi-authorative about where it is.
            WorldTransform entity = TransformMap.RetrieveEntity(PlayerDetails.LocalPlayerGuid);

            SendService.SendMessage(new ClientMovementDataUpdateRequest(new Vector2(args.NewHorizontalInput, args.NewVerticalInput), timeStamp, new Vector3(entity.PositionX, entity.PositionY, entity.PositionZ)));
        }
Esempio n. 5
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        protected override void OnEventFired(object source, MovementInputChangedEventArgs args)
        {
            //Don't predict on heartbeat
            if (args.isHeartBeat)
            {
                return;
            }

            Vector2        direction      = new Vector2(args.NewHorizontalInput, args.NewVerticalInput);
            WorldTransform worldTransform = TransformMap.RetrieveEntity(PlayerDetails.LocalPlayerGuid);
            long           predictedTime  = TimeService.CurrentRemoteTime;
            IMovementData  data           = new PositionChangeMovementData(predictedTime, new Vector3(worldTransform.PositionX, worldTransform.PositionY, worldTransform.PositionZ), direction, worldTransform.YAxisRotation);

            MovementDataMappable.ReplaceObject(PlayerDetails.LocalPlayerGuid, data);
            MovementUpdateHandler.HandleMovementUpdate(new EntityAssociatedData <IMovementData>(PlayerDetails.LocalPlayerGuid, data), true);
        }