Пример #1
0
 static void RequestUpdateCallback(MySyncEntity sync, ref RequestPositionUpdateMsg msg, MyNetworkClient sender)
 {
     if (false && Sync.IsServer || sync.IsResponsibleForUpdate)
     {
         sync.UpdatePosition();
     }
 }
Пример #2
0
 private void RequestPositionUpdate()
 {
     // This mechanic is here when entity starts moving by actions of local player which are not transfered to server
     // Local player is now moving entity, but owner does not update it and sending updates. This requests updates.
     if (MyMultiplayer.Static != null && MyMultiplayer.Static.FrameCounter - m_lastUpdateFrame > m_sleepTimeForRequest)
     {
         // Request owner update
         var reqMsg = new RequestPositionUpdateMsg();
         reqMsg.EntityId = Entity.EntityId;
         if (false)
         {
             MySession.Static.SyncLayer.SendMessageToServer(ref reqMsg);
         }
         else
         {
             MySession.Static.SyncLayer.SendMessage(ref reqMsg, GetResponsiblePlayer());
         }
         ResetUpdateTimer();
     }
 }
Пример #3
0
        private void RequestPositionUpdate()
        {
            if (MyMultiplayer.Static == null)
            {
                return;
            }
            Debug.Assert(MySandboxGame.Static != null);
            // This mechanic is here when entity starts moving by actions of local player which are not transfered to server
            // Local player is now moving entity, but owner does not update it and sending updates. This requests updates.

            bool timeForUpdate;

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

            if (timeForUpdate)
            {
                // Request owner update
                var reqMsg = new RequestPositionUpdateMsg();
                reqMsg.EntityId = Entity.EntityId;
                if (false)
                {
                    MySession.Static.SyncLayer.SendMessageToServer(ref reqMsg);
                }
                else
                {
                    MySession.Static.SyncLayer.SendMessage(ref reqMsg, GetResponsiblePlayer());
                }
                ResetUpdateTimer();
            }
        }