Commit graph

36 commits

Author SHA1 Message Date
MysterD
378ab6edc1 Resynchronized piranha plants 2020-09-21 18:15:49 -07:00
MysterD
c5888aff50 Synchronized mips 2020-09-20 17:28:24 -07:00
MysterD
74c44d3053 Allow other players to update entities grabbing you
In theory this should fix a rare King Bobomb softlock
2020-09-19 14:30:19 -07:00
MysterD
3070d2bfdb Prevent two players from holding the same object
Fixes #40
2020-09-11 22:14:42 -07:00
MysterD
71589938df Fix King Bobomb dialog softlock
Fixes #45
2020-09-10 21:26:17 -07:00
MysterD
1e6c734ced Completely rewrote level transition synchronization code
Should be snappier and less prone to crashes. I tested as many scenarios
as I could think of and it has been rock solid. But time will tell.

Also created a new debug log system, just so I could understand what the
hell was going on with this code.
2020-09-10 00:17:30 -07:00
MysterD
cf732c7beb Eject a player if more than one is in the cannon
Two players in the same cannon was causing softlocks and general
insanity. Now this should be fixed. Also prevented players from being
able to push or attack a player inside of a cannon.
2020-09-08 16:12:11 -07:00
MysterD
b9750057d5 General network code clean up
Marked globals, rearranged functions, added comments
2020-09-06 11:02:41 -07:00
MysterD
1289f863ca Removed 'int' from most of networking code
moved -Werror over to 'STRICT'
2020-09-04 11:43:12 -07:00
MysterD
d5005c9f37 Served time for crimes against C
Due to my compile & launch scripts, I was silently ignoring warnings
this whole time. I've fixed my process, and gone back to fixed all of
the warnings I could (even outside of my code).
2020-09-04 01:58:54 -07:00
MysterD
af117f4647 Various tuxie synchronization fixes 2020-09-01 20:13:46 -07:00
MysterD
3950dda92f Force players who are held by an entity to own that entity 2020-08-31 22:36:07 -07:00
MysterD
483694d6b3 Synchronized Bowser 1 2020-08-29 12:59:07 -07:00
MysterD
a778bf497d Resynchronized checkerboard platforms 2020-08-27 21:39:13 -07:00
MysterD
d2a2a80d56 Synchronized Big Boo's Haunt + major changes
Synchronized currentRoom per-player
Synchronized haunted bookshelf, and the bookshelf manager
Synchronized haunted chairs
Synchronized mad piano
Synchronized BBH's tilting trap, and made the physics multiple-player-aware
Synchronized scuttlebugs
Synchronized every variety of Boo
Synchronized elevators
Synchronized flamethrowers
Synchronized the various types of enemy books
Synchronized the book switches
Synchronized jumping box
Made coffins multiple-player-aware

Fixed everything that used gMarioState as an array instead of gMarioStates
Prevented some NPC-dialog softlocks
Prevented the remote player from messing up the local's camera settings
Possibly fixed the relatively rare chain chomp softlock
Possibly fixed the relatively rare chain hoot softlock
Fixed the first-person-camera softlock
Forced camera code to use the correct mario struct
2020-08-26 23:29:40 -07:00
MysterD
13b216ea5d Synchronized Boo 2020-08-24 21:38:49 -07:00
MysterD
8c650a5b7d Created system to reserve sections of SyncIDs per client
This allows clients to spawn a new sync object after the level loads and synchronize it.
Changed how un-initialized sync objects are detected
Koopa shells are the first thing to use this new system

Removed network_object_settings() command, instead explicitly setting the sync object parameters
2020-08-24 18:33:53 -07:00
MysterD
3b00aa9e42 Various synchronization enhancements 2020-08-11 23:00:13 -07:00
MysterD
5ca3f2ebd7 Synchronized platform-on-tracks 2020-08-10 19:08:47 -07:00
MysterD
d307fc3f30 Refactor packet_object + misc cleanup 2020-08-09 17:40:37 -07:00
MysterD
9036336f42 Gave each BehaviorScript an ID
Created functions to trivially translate an ID to a Behavior and vice
versa. Sent ID over packets instead of Behavior pointer. This should
allow Linux and Windows to play together.
2020-08-09 16:21:12 -07:00
MysterD
a896713510 Made sockets platform-independent, supporting Linux 2020-08-09 13:23:27 -07:00
MysterD
41647d95c4 Synchronize Bobomb buddies and cannons 2020-08-09 07:42:44 -07:00
MysterD
7f5dec337e Synchronized King Bobomb
Tried to synchronize dialog stuff, it's way too much of a mess to do
2020-08-08 17:13:11 -07:00
MysterD
2a0a3df34f Synchronized bowling balls
Added flag to keep randomization for sync objects
2020-08-07 21:13:07 -07:00
MysterD
e86efb9e85 Synchronized checkerboard platforms
Created a max update rate
Created 'full object syncing'
Switched to using clock() instead of ticks for packet_object
2020-08-06 21:47:03 -07:00
MysterD
6bc4bfea62 Improve chain chomp syncing 2020-08-06 19:04:59 -07:00
MysterD
0a3b0623a5 Synchronized chain chomp, adjustments to Koopa
Added entity event syncing system. Made sure old events don't override
new events.
2020-08-05 23:44:43 -07:00
MysterD
0a2c76c76e Fixed max sync distance issue, synced Koopas 2020-08-05 20:25:52 -07:00
MysterD
e61b137160 Refactored entity death sync + reliable packets
Embedded an immediate packet send whenever a synced entity is unloaded
from the game.

Added reliable packet sending.
2020-08-05 01:01:50 -07:00
MysterD
6d3a90031c Synchronized breakable boxes
Added maximum sync distance, special cases for infinite distance and
only synchronizing entity deaths.

Started mocking out reliable packets for entity deaths.
2020-08-04 22:42:28 -07:00
MysterD
9b5b5acf19 Synchronized goombas, synced randomness, added extra fields to object packets 2020-08-02 18:29:46 -07:00
MysterD
de9eab364f Added update rates for objects based on distance 2020-08-02 16:38:02 -07:00
MysterD
3d055255bc Added ability to sync multiple objects 2020-08-02 16:09:32 -07:00
MysterD
716a924803 Synchronized held objects, made respawners keep their sync ID 2020-08-02 14:18:34 -07:00
MysterD
579415dca9 Started synchronizing objects, refactored networking 2020-08-02 01:43:12 -07:00