void Notify(SyncBase sync) { if (Owner != null && sync != null) { if (Sync.IsServer) { foreach (var data in m_clientData) { if (data.Value != null) { data.Value.DirtyProperties[sync.Id] = true; } } if (MyMultiplayer.GetReplicationServer() != null) { MyMultiplayer.GetReplicationServer().AddToDirtyGroups(this); } } else { m_dirtyProperties[sync.Id] = true; } } }
protected override float GetGroupPriority(int frameCountWithoutSync, MyClientInfo client, PrioritySettings settings) { ProfilerShort.Begin("MyCharacterPhysicsStateGroup::GetGroupPriority"); const float highQualityDistance = 20; // under 8m, character physics sync gets high priority to have smooth movement MyMultiplayer.GetReplicationServer().AddToDirtyGroups(this); if (ResponsibleForUpdate(Entity, client.EndpointId)) { if (client.PriorityMultiplier >= 1.0f) { ProfilerShort.End(); return(1000.0f); } } var clientPos = ((MyClientState)client.State).Position; var characterPos = Entity.PositionComp.GetPosition(); bool isHighQuality = Vector3D.DistanceSquared(clientPos, characterPos) < highQualityDistance * highQualityDistance; var priority = base.GetGroupPriority(frameCountWithoutSync, client, isHighQuality ? m_highQuality : settings); ProfilerShort.End(); return(priority); }
/// <summary> /// Marks dirty for all clients. /// </summary> public void MarkDirty() { foreach (var client in m_clientData) { client.Value.DirtyProperties.Reset(true); } MyMultiplayer.GetReplicationServer().AddToDirtyGroups(this); }
void InventoryChanged(MyInventoryBase obj) { if (m_clientInventoryUpdate == null) { return; } foreach (var clientData in m_clientInventoryUpdate) { m_clientInventoryUpdate[clientData.Key].Dirty = true; } MyMultiplayer.GetReplicationServer().AddToDirtyGroups(this); }
public void OnAck(MyClientStateBase forClient, byte packetId, bool delivered) { var data = m_clientData[forClient.EndpointId]; Debug.Assert(data.PacketId == null || data.PacketId == packetId, "Packet ID does not match, error in replication server, reporting ACK for something invalid"); if (delivered) { data.SentProperties.Bits = 0; // Nothing sent now } else { // Not delivered, add sent to dirty data.DirtyProperties.Bits |= data.SentProperties.Bits; MyMultiplayer.GetReplicationServer().AddToDirtyGroups(this); } data.PacketId = null; }
public void OnAck(MyClientStateBase forClient, byte packetId, bool delivered) { InventoryClientData clientData; if (m_clientInventoryUpdate.TryGetValue(forClient.EndpointId.Value, out clientData)) { InventoryDeltaInformation packetInfo; if (clientData.SendPackets.TryGetValue(packetId, out packetInfo)) { if (delivered == false) { clientData.FailedIncompletePackets.Add(packetInfo); MyMultiplayer.GetReplicationServer().AddToDirtyGroups(this); } clientData.SendPackets.Remove(packetId); } } }
public void CreateClientData(MyClientStateBase forClient) { if (m_clientInventoryUpdate == null) { m_clientInventoryUpdate = new Dictionary <ulong, InventoryClientData>(); } InventoryClientData data; if (m_clientInventoryUpdate.TryGetValue(forClient.EndpointId.Value, out data) == false) { m_clientInventoryUpdate[forClient.EndpointId.Value] = new InventoryClientData(); data = m_clientInventoryUpdate[forClient.EndpointId.Value]; } data.Dirty = false; List <MyPhysicalInventoryItem> items = Inventory.GetItems(); foreach (var serverItem in items) { MyFixedPoint amount = serverItem.Amount; var gasItem = serverItem.Content as MyObjectBuilder_GasContainerObject; if (gasItem != null) { amount = (MyFixedPoint)gasItem.GasLevel; } ClientInvetoryData item = new ClientInvetoryData() { Item = serverItem, Amount = amount }; data.ClientItemsSorted[serverItem.ItemId] = item; data.ClientItems.Add(item); } MyMultiplayer.GetReplicationServer().AddToDirtyGroups(this); }