示例#1
0
        protected virtual void OnDesyncDetected(DesyncEventArgs e)
        {
            PrepareEvent(e);

#if DEBUG
            _chat.AddMessage("Desync detected, fixing...");
#endif

            logger.Info("Desync detected, fixing...");

            foreach (var chunkPos in e.ChunksToSynchronize)
            {
                _chunks.ResyncChunk(chunkPos, true);
            }

            foreach (var entityId in e.EntitiesToSynchronize)
            {
                _server.ServerConnection.Send(new GetEntityMessage {
                    DynamicEntityId = entityId
                });
            }

            var handler = DesyncDetected;
            if (handler != null)
            {
                handler(this, e);
            }
        }
示例#2
0
        private void PrepareEvent(DesyncEventArgs e)
        {
            if (e.ChunksToSynchronize == null)
            {
                e.ChunksToSynchronize = new List <Vector3I>();
            }

            if (e.EntitiesToSynchronize == null)
            {
                e.EntitiesToSynchronize = new List <uint>();
            }

            // we will resync our entity only if the source entity is close enough
            if (!e.EntitiesToSynchronize.Contains(PlayerManager.PlayerCharacter.DynamicId))
            {
                if (e.EntitiesToSynchronize.Count > 0)
                {
                    var entity = _dynamicEntityManager.GetEntityById(e.EntitiesToSynchronize[0]);

                    if (Vector3D.DistanceSquared(entity.Position, PlayerManager.PlayerCharacter.Position) < 1024) // (16*2)^2 = 1024 (2 chunks range)
                    {
                        e.EntitiesToSynchronize.Add(PlayerManager.PlayerCharacter.DynamicId);
                    }
                }
                else
                {
                    e.EntitiesToSynchronize.Add(PlayerManager.PlayerCharacter.DynamicId);
                }
            }

            // find chunks to resync
            foreach (var entityId in e.EntitiesToSynchronize)
            {
                var entity = entityId == PlayerManager.PlayerCharacter.DynamicId ?
                             PlayerManager.PlayerCharacter :
                             _dynamicEntityManager.FindEntity(new EntityLink(entityId));

                if (entity != null)
                {
                    var rootPos = BlockHelper.EntityToChunkPosition(entity.Position);

                    e.ChunksToSynchronize.Add(rootPos);

                    for (int x = -1; x < 2; x++)
                    {
                        for (int z = -1; z < 2; z++)
                        {
                            if (x == 0 && z == 0)
                            {
                                continue;
                            }

                            e.ChunksToSynchronize.Add(rootPos + new Vector3I(x, 0, z));
                        }
                    }
                }
            }

            e.ChunksToSynchronize = e.ChunksToSynchronize.Distinct().ToList();
        }