Remove 'duplicated' input events (e.g. auto-repeat might send
'accelerate' events over and over). This reduces traffic to the server and other clients (and fixed a bug caused by rewinding those events in the wrong order).
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54fdd2d586
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@ -142,15 +142,21 @@ void LocalPlayerController::resetInputState()
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*/
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void LocalPlayerController::action(PlayerAction action, int value)
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{
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// If this event does not change the control state (e.g.
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// it's a (auto) repeat event), do nothing. This especially
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// optimises traffic to the server and other clients.
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if (!actionChangesState(action, value))
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return;
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// If this is a client, send the action to networking layer
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if (World::getWorld()->isNetworkWorld() &&
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NetworkConfig::get()->isClient() &&
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!RewindManager::get()->isRewinding() )
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{
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GameProtocol::getInstance()->controllerAction(m_kart->getWorldKartId(),
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GameProtocol::getInstance()
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->controllerAction(m_kart->getWorldKartId(),
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action, value,
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m_steer_val_l,
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m_steer_val_r);
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m_steer_val_l, m_steer_val_r);
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}
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PlayerController::action(action, value);
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} // action
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@ -78,6 +78,115 @@ void PlayerController::resetInputState()
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m_controls->reset();
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} // resetInputState
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// ----------------------------------------------------------------------------
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/** Returns true if the specified action and value will trigger a state
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* change. If a new action from the player does not cause a state change,
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* there is no need to forward that action to the server (or other clients).
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* NOTE: this function must close mirror action(), make sure both functions
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* are changed in synch.
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* \param action The action to be executed.
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* \param value If 32768, it indicates a digital value of 'fully set'
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* if between 1 and 32767, it indicates an analog value,
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* and if it's 0 it indicates that the corresponding button
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* was released.
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* \return
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*/
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bool PlayerController::actionChangesState(PlayerAction action, int value)
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{
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switch (action)
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{
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case PA_STEER_LEFT:
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if (m_steer_val_l != value) return true;
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if (value)
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{
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if (m_steer_val != value) return true;
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return (m_controls->getSkidControl() == KartControl::SC_NO_DIRECTION);
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}
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else
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return m_steer_val != m_steer_val_r;
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break;
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case PA_STEER_RIGHT:
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if (m_steer_val_r != -value) return true;
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if (value)
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{
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if(m_steer_val != -value) return true;
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return m_controls->getSkidControl() == KartControl::SC_NO_DIRECTION;
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}
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else
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return m_steer_val != m_steer_val_l;
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break;
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case PA_ACCEL:
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if (m_prev_accel != value) return true;
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if (value && !(m_penalty_time > 0.0f))
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{
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if (m_controls->getAccel() != value / 32768.f) return true;
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if (m_controls->getBrake()) return true;
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return m_controls->getNitro() != m_prev_nitro;
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}
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else
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{
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if (m_controls->getAccel() != 0 ) return true;
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if (m_controls->getBrake() != m_prev_brake) return true;
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return m_controls->getNitro();
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}
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break;
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case PA_BRAKE:
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if (m_prev_brake != (value != 0) ) return true;
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// let's consider below that to be a deadzone
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if (value > 32768 / 2)
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{
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if (!m_controls->getBrake() ) return true;
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if (m_controls->getAccel() != 0) return true;
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return m_controls->getNitro();
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}
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else
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{
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if (m_controls->getBrake() ) return true;
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if (m_controls->getAccel() != m_prev_accel/32768.0f) return true;
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// Nitro still depends on whether we're accelerating
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return m_controls->getNitro() != m_prev_nitro && m_prev_accel;
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}
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break;
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case PA_NITRO:
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// This basically keeps track whether the button still is being pressed
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if (m_prev_nitro != (value != 0)) return true;
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// Enable nitro only when also accelerating
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return m_controls->getNitro() != ( (value != 0) &&
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m_controls->getAccel() );
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break;
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case PA_RESCUE:
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return m_controls->getRescue() != (value != 0);
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break;
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case PA_FIRE:
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return m_controls->getFire() != (value != 0);
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break;
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case PA_LOOK_BACK:
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return m_controls->getLookBack() != (value != 0);
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break;
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case PA_DRIFT:
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if (value == 0)
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return m_controls->getSkidControl() != KartControl::SC_NONE;
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else
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{
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if (m_steer_val == 0)
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return m_controls->getSkidControl() != KartControl::SC_NO_DIRECTION;
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else
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return m_controls->getSkidControl() != (m_steer_val<0
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? KartControl::SC_RIGHT
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: KartControl::SC_LEFT );
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}
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break;
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case PA_PAUSE_RACE:
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if (value != 0) StateManager::get()->escapePressed();
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break;
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default:
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break;
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}
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return true;
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} // actionChangesState
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// ----------------------------------------------------------------------------
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/** This function interprets a kart action and value, and set the corresponding
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* entries in the kart control data structure. This function handles esp.
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@ -85,6 +194,8 @@ void PlayerController::resetInputState()
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* releasing right, the steering must switch to left again. Similarly it
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* handles 'press left, press right, release left' (in which case still
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* right must be selected). Similarly for braking and acceleration.
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* NOTE: this function must close mirror action(), make sure both functions
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* are changed in synch.
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* \param action The action to be executed.
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* \param value If 32768, it indicates a digital value of 'fully set'
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* if between 1 and 32767, it indicates an analog value,
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@ -45,6 +45,7 @@ public:
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virtual ~PlayerController ();
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virtual void update (float) OVERRIDE;
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virtual void action (PlayerAction action, int value) OVERRIDE;
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virtual bool actionChangesState(PlayerAction action, int value);
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virtual void actionFromNetwork(PlayerAction action, int value,
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int value_l, int value_r);
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virtual void skidBonusTriggered() OVERRIDE;
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