Networking bugfixes

This commit is contained in:
2016-01-24 18:37:36 +01:00
parent b4081b3e45
commit 9f3d887ac4
3 changed files with 15 additions and 9 deletions
+8 -4
View File
@@ -12,6 +12,11 @@ InterpolationSystem::InterpolationSystem(World* world, EventBroker* eventBroker)
void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt)
{
// Don't interpolate entities that might already have been removed
if (!entity.Valid()) {
return;
}
if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
m_NextTransform[transform.EntityID].interpolationTime += dt;
Transform sTransform = m_NextTransform[transform.EntityID];
@@ -31,11 +36,10 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
// Position
glm::vec3 nextPosition = sTransform.Position;
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
// HACK: Hardcoded tolerance value for player position desync = 1
if (isLocalPlayer && glm::length(nextPosition - currentPosition) < 1.f) {
return;
// HACK: Don't force position for players
if (!isLocalPlayer) {
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
}
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
// Orientation
// Don't force orientation for players
if (!isLocalPlayer) {