Conversation
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A fix for |
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I didnt notice these before :) |
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Does this system handle players switching the view to the world map? I personally wouldn't consider a player checking the map as being active on a map. |
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(This message is mostly me thinking about the future, it's not a request to change anything in here. Just discussing plans for the future.) I've got to say, this is a good system, but I personally feel it could be expanded to include periodically sending player camera info (once every few seconds at most if camera position/zoom level changed). Perhaps also configurable? Option to sync maps only or maps and camera data. As well as frequency of re-sending camera data. My reasons for syncing camera positions:
Perhaps we could make it work similar to how I've handled it in my Rocketman fork? I've use this simple data structure with a dictionary, which (excluding the map) we could perhaps use instead of just the player count on a given map: |
Currently yes, I'm not sure it would be worth it changing and informing everyone they are no longer on a map if they open the world map? |
I believe that space maps use |
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Actually, looking back at my old Rocketman code made me think... Does this code properly handle player disconnections? If some were to join, open a map, and then disconnect, would the counter go down as expected? |
I don't think it will, another thing I'll have a look at |
I did initially have something like this, only taking into account the players mouse position though, camera is definitely a better way to do this. |
- Now removes a player count from a map tile if the player opens the world map.
- Added some static variables to avoid magic numbers ;P
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@SokyranTheDragon
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| public static int lastSentTick = -1; | ||
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| // Vtr rates | ||
| public const int MaximumVtr = 15; |
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I've just noticed these are already defined in Thing, we could probably use those.
- Changing maps to not work correctly. - Double counting when moving from world map into a new map
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Thinking a bit more about this - perhaps we should change this in the future to keep a Again, just like with syncing the camera, this is mostly me sharing my ideas. Low priority and all that. |
I like this idea. |
Variable tick rate implementation
Updates:
NOTE: This will not work by itself, it needs other general 1.6 updates as found in my other PR
I separated this one as I think it could have some discussion around the best way to implement it.