Example #1
0
void CElementRPCs::SetElementPosition ( NetBitStreamInterface& bitStream )
{
    // Read out the entity id and the position
    ElementID ID;
    CVector vecPosition;
    unsigned char ucTimeContext;
    if ( bitStream.Read ( ID ) &&
         bitStream.Read ( vecPosition.fX ) &&
         bitStream.Read ( vecPosition.fY ) &&
         bitStream.Read ( vecPosition.fZ ) &&
         bitStream.Read ( ucTimeContext ) )
    {
        // Grab the entity
        CClientEntity* pEntity = CElementIDs::GetElement ( ID );
        if ( pEntity )
        {            
            // Update the sync context to the new one
            pEntity->SetSyncTimeContext ( ucTimeContext );

            // If it's a player, use Teleport
            if ( pEntity->GetType () == CCLIENTPLAYER )
            {
                unsigned char ucWarp = 1;
                bitStream.Read ( ucWarp );

                CClientPlayer* pPlayer = static_cast < CClientPlayer* > ( pEntity );

                if ( ucWarp )
                {
                    pPlayer->Teleport ( vecPosition );
                    pPlayer->ResetInterpolation ();
                }
                else
                {
                    pPlayer->SetPosition ( vecPosition );
                }

                // If local player, reset return position (so we can't warp back if connection fails)
                if ( pPlayer->IsLocalPlayer () )
                {
                    m_pClientGame->GetNetAPI ()->ResetReturnPosition ();
                }
            }
            else if ( pEntity->GetType () == CCLIENTVEHICLE ) 
            {
                CClientVehicle* pVehicle = static_cast < CClientVehicle* > ( pEntity );
                pVehicle->RemoveTargetPosition ();
                pVehicle->SetPosition ( vecPosition );
            }
            else
            {
                // Set its position
                pEntity->SetPosition ( vecPosition );
            }
        }
    }
}
void CClientPlayerManager::DoPulse ( void )
{
    unsigned long ulCurrentTime = CClientTime::GetTime ();
    CClientPlayer * pPlayer = NULL;
    vector < CClientPlayer* > ::const_iterator iter = m_Players.begin ();
    for ( ; iter != m_Players.end (); ++iter )
    {
        pPlayer = *iter;

        if ( !pPlayer->IsLocalPlayer () )
        {
            // Pulse voice data if voice is enabled
            if ( g_pClientGame->GetVoiceRecorder()->IsEnabled() && pPlayer->GetVoice() )
                pPlayer->GetVoice()->DoPulse();

            // Flag him with connection error if its been too long since last puresync and force his position
            unsigned long ulLastPuresyncTime = pPlayer->GetLastPuresyncTime ();
            bool bHasConnectionTrouble = ( ulLastPuresyncTime != 0 && ulCurrentTime >= ulLastPuresyncTime + REMOTE_PLAYER_CONNECTION_TROUBLE_TIME );
            if ( bHasConnectionTrouble && !g_pClientGame->IsDownloadingBigPacket () && !pPlayer->IsDeadOnNetwork () )
            {
                pPlayer->SetHasConnectionTrouble ( true );

                // Reset his controller so he doesn't get stuck shooting or something
                CControllerState State;
                memset ( &State, 0, sizeof ( CControllerState ) );
                pPlayer->SetControllerState ( State );

                // Grab his vehicle if any and force the position to where he was last sync
                CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle ();
                if ( pVehicle )
                {
                    // Is he driving the vehicle?
                    if ( pPlayer->GetOccupiedVehicleSeat () == 0 )
                    {
                        // Force his position to where he was last sync
                        pVehicle->SetPosition ( pPlayer->GetLastPuresyncPosition () );
                        pVehicle->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
                        pVehicle->SetTurnSpeed ( CVector ( 0, 0, 0 ) );
                        pPlayer->ResetInterpolation ();
                    }
                }
                else
                {
                    // Force his position to where he was last sync
                    pPlayer->SetPosition ( pPlayer->GetLastPuresyncPosition () );
                    pPlayer->ResetInterpolation ();
                    pPlayer->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
                    pPlayer->ResetInterpolation ();
                }
            }
            else
            {
                pPlayer->SetHasConnectionTrouble ( false );
            }
        }
    }
}