Only send position if client game tick advanced as well

ryzomclassic-develop
kaetemi 4 years ago
parent c8ecf0a756
commit 20ed0a4412
No known key found for this signature in database
GPG Key ID: 9873C4D40BB479BC

@ -187,6 +187,8 @@ CUserEntity::CUserEntity()
_MoveToDist= 0.0;
_MoveToColStartTime= 0;
_LastSentClientTick = 0;
_FollowForceHeadPitch= false;
_ForceLookSlot= CLFECOMMON::INVALID_SLOT;
@ -1705,6 +1707,10 @@ void CUserEntity::moveToAction(CEntityCL *ent)
//-----------------------------------------------
bool CUserEntity::sendToServer(CBitMemStream &out)
{
if (NetMngr.getCurrentClientTick() == _LastSentClientTick)
{
return false;
}
if(GenericMsgHeaderMngr.pushNameToStream("POSITION", out))
{
// Backup the position sent.
@ -1717,6 +1723,7 @@ bool CUserEntity::sendToServer(CBitMemStream &out)
positionMsg.Z = (sint32)(pos().z * 1000);
positionMsg.Heading = frontYaw();
out.serial(positionMsg);
_LastSentClientTick = NetMngr.getCurrentClientTick();
return true;
}
else

@ -606,6 +606,8 @@ protected:
/// Time in MS when the User started beiing in collision with anything that avoid him to do an Action (and still is).
sint64 _MoveToColStartTime;
NLMISC::TGameCycle _LastSentClientTick;
/// CSkill points observer
class CSkillPointsObserver : public NLMISC::ICDBNode::IPropertyObserver

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