Exemplo n.º 1
0
def Server_Snapshot_Update(client, networker, game, state, event):
    for player in state.players.values():
        player.deserialize_input(event.internalbuffer)

        try:
            character = state.entities[player.character_id]
            character.deserialize(state, event.internalbuffer)
        except KeyError:
            # Character is dead
            pass
Exemplo n.º 2
0
def Server_Snapshot_Update(client, networker, game, state, event):
    for player in state.players.values():
        length = player.deserialize_input(event.bytestr)
        event.bytestr = event.bytestr[length:]
        
        try:
            character = state.entities[player.character_id]
            length = character.deserialize(state, event.bytestr)
            event.bytestr = event.bytestr[length:]
        except KeyError:
            # Character is dead
            pass
Exemplo n.º 3
0
def Server_Snapshot_Update(client, networker, game, event):
    # Copy the current game state, and replace it with everything the server knows
    time = struct.unpack_from(">I", event.bytestr)[0]
    event.bytestr= event.bytestr[4:]

    if len(game.old_states) > 0:
        keys = game.old_states.keys()
        if max(keys) > time:
            if time in keys:
                state = game.old_states[time]
            else:
                times = keys
                keys.sort()
                times.sort(lambda a, b: (abs(a-time) < abs(b-time)))
                key1 = times[0]
                key2 = keys[keys.index(key1) + (key1<time)]

                if key1 == key2:
                    state = game.old_states[key1]
                else:
                    state_1 = game.old_states[key1]
                    state_2 = game.old_states[key2]
                    state = state_1.copy()
                    state.interpolate(state_1, state_2, (time-key1)/(key2-key1))

        else:
            state = game.current_state

        # Delete all the old states, they are useless
        times = game.old_states.keys()
        while len(game.old_states) > 0:
            if times[0] < time:
                del game.old_states[times[0]]
                del times[0]
            else:
                break

    else:
        state = game.current_state

    for player in state.players.values():
        length = player.deserialize_input(event.bytestr)
        event.bytestr = event.bytestr[length:]

        try:
            character = state.entities[player.character_id]
            length = character.deserialize(state, event.bytestr)
            event.bytestr = event.bytestr[length:]
        except KeyError:
            # Character is dead
            pass
    if game.lag_comp:
        # Update this state with all the input information that appeared in the meantime
        for time, old_state in game.old_states.items():
            state.update_all_objects(game, state, constants.PHYSICS_TIMESTEP)

            old_player = old_state.players[client.our_player_id]
            input = old_player.serialize()

            player = state.players[client.our_player_id]
            player.deserialize(input)