Lasse Öörni
|
91f6f87472
Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate().
|
13 years ago |
Lasse Öörni
|
1a9dced05b
Updated to AngelScript 2.23.1 WIP.
|
13 years ago |
Lasse Öörni
|
e0571d46eb
Removed kNet message priority sorting to improve CPU performance when sending a high volume of network messages.
|
13 years ago |
Lasse Öörni
|
41c2efde36
Code cleanup, reorganization of network profiling blocks.
|
13 years ago |
Lasse Öörni
|
2f25825361
Added error logging for scene checksum error.
|
13 years ago |
Lasse Öörni
|
1c2cc43f14
Refactoring of how network updates to clients are collected. This removes costly, redundant Variant compares that were performed per-user.
|
13 years ago |
Lasse Öörni
|
c710fb4ef6
Further optimization of network updates. Use a HashMap to store replicated and local nodes and components separately. Query depended on scene nodes only once per network frame, not per user. Cache the network attribute infos to Serializable.
|
13 years ago |
Lasse Öörni
|
a4a0458981
Removed Connection's own framenumber as redundant.
|
13 years ago |
Lasse Öörni
|
1cf5d99d44
Optimized network server operation by using HashMap instead of Map where applicable and by querying Serializable attributes once per network frame, instead of per user.
|
13 years ago |
Lasse Öörni
|
1e493ba802
Networked rigidbodies should work now.
|
13 years ago |
Lasse Öörni
|
1841169cb2
Fixed missing CollisionGeometryData code.
|
13 years ago |
Lasse Öörni
|
26e2ebca26
Fixed enemy motion bugs in networked NinjaSnowWar.
|
14 years ago |
Lasse Öörni
|
cc3ee34f58
Increased occlusion buffer depth bias.
|
14 years ago |
Lasse Öörni
|
3f36d0ffc9
Removed nlerp animation blending as it was prone to artifacts.
|
14 years ago |
Lasse Öörni
|
6845f056a5
Refactored NinjaSnowWar example to load the scene and objects from files instead of creating them programmatically.
|
14 years ago |
Lasse Öörni
|
ad6243870b
Updated to newest kNet & AngelScript.
|
14 years ago |
Lasse Öörni
|
b6e09d2655
Renamed FinishUpdate() to ApplyAttributes() to be more descriptive, and to not confuse with frame updates.
|
14 years ago |
Lasse Öörni
|
3f7fffbf49
Some renames. CollisionGroup -> CollisionLayer, Scene::GetNodeByID() -> GetNode(), Ray::Distance() -> HitDistance().
|
14 years ago |
Lasse Öörni
|
6a22f5d7d7
Fixed crash if a RigidBody is parented to a node without a RigidBody.
|
14 years ago |
Lasse Öörni
|
ba533b449c
Restored original sendrate decrease logic.
|
14 years ago |
Lasse Öörni
|
deb5455a0e
Use own DirectSound code in Windows/Direct3D9 mode as PortAudio has tendency for stutter.
|
14 years ago |
Lasse Öörni
|
6381b88166
Added state for server-side package transfers, instead of sending everything at once.
|
14 years ago |
Lasse Öörni
|
d807ec230a
Decreased bandwidth adjustment aggressiveness.
|
14 years ago |
Lasse Öörni
|
b694ad047e
Refactored interest management into the NetworkPriority component.
|
14 years ago |
Lasse Öörni
|
6d552a8193
Use fixed size 24 bit network object IDs for more deterministic bandwidth use.
|
14 years ago |
Lasse Öörni
|
68beb82607
Eliminated the medium message priority to avoid synchronization problems where update messages would be sent after a node's or component's removal.
|
14 years ago |
Lasse Öörni
|
b3a8cf7039
Use HashMap/HashSet for rapidly changing data structures in Connection.
|
14 years ago |
Lasse Öörni
|
bd76a14249
Fixed Unix build. Fixed counting of enemies in multiplayer NinjaSnowWar. Disabled snowball CollisionShape replication due to divergent simulation on the client. Removed previousControls from Connection as it is potentially unreliable if multiple controls packets arrive between updates.
|
14 years ago |
Lasse Öörni
|
7b254df85d
Added simple distance-based interest management for networking.
|
14 years ago |
Lasse Öörni
|
6f927f6997
Split Network subsystem update into two parts to queue new messages as early as possible.
|
14 years ago |