Server gets the current save game from a player in the game (on join and every few minutes) instead of replaying actions; vehicle fire/smoke synced, also for parked cars

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-09-27 11:15:18 +02:00
co-authored by Claude Opus 5.5
parent bdaedcc1e8
commit b3405d3752
5 changed files with 110 additions and 5 deletions
+44 -3
View File
@@ -40,6 +40,7 @@ namespace MSCO
public readonly Dictionary<int, Light> Lights = new Dictionary<int, Light>();
public readonly Dictionary<int, AudioSource> Audio = new Dictionary<int, AudioSource>();
public readonly Dictionary<int, Transform> Dials = new Dictionary<int, Transform>();
public readonly Dictionary<int, ParticleSystem> Particles = new Dictionary<int, ParticleSystem>();
}
class Snapshot
@@ -48,6 +49,7 @@ namespace MSCO
public readonly Dictionary<int, bool> Lights = new Dictionary<int, bool>();
public readonly Dictionary<int, AudioState> Audio = new Dictionary<int, AudioState>();
public readonly Dictionary<int, Quaternion> Dials = new Dictionary<int, Quaternion>();
public readonly Dictionary<int, bool> Particles = new Dictionary<int, bool>();
}
readonly Dictionary<int, Components> components = new Dictionary<int, Components>();
@@ -62,13 +64,17 @@ namespace MSCO
// ---------------------------------------------------------------- Senden
public void Update(ObjectSync objects, Action<MsgType, byte[]> send, float dt)
public void Update(ObjectSync objects, Action<MsgType, byte[]> send, float dt, bool worldAuthority)
{
sendTimer += dt;
if (sendTimer < SendInterval) return;
sendTimer = 0f;
foreach (SyncedBody b in objects.LocalVehicles())
// Eigene Fahrzeuge (fahren/schieben) und - wenn wir die Welt vorgeben - auch freie, geparkte Fahrzeuge:
// sonst würde z.B. ein brennendes, abgestelltes Auto nur bei einem Spieler brennen
List<SyncedBody> vehicles = objects.LocalVehicles();
if (worldAuthority) vehicles.AddRange(objects.FreeVehicles());
foreach (SyncedBody b in vehicles)
{
Components c = GetComponents(b);
if (c == null) continue;
@@ -104,6 +110,16 @@ namespace MSCO
w.Write(d.Key);
w.Write(q.x); w.Write(q.y); w.Write(q.z); w.Write(q.w);
}
// Partikel-Effekte (Feuer, Rauch, Dampf, Funken): läuft / läuft nicht
int particleCount = 0;
foreach (ParticleSystem ps in c.Particles.Values) if (ps != null) particleCount++;
w.Write(particleCount);
foreach (KeyValuePair<int, ParticleSystem> ps in c.Particles)
{
if (ps.Value == null) continue;
w.Write(ps.Key);
w.Write(ps.Value.gameObject.activeInHierarchy && ps.Value.isPlaying);
}
}));
}
}
@@ -132,6 +148,11 @@ namespace MSCO
if (!float.IsNaN(q.x) && !float.IsNaN(q.w)) s.Dials[key] = q;
}
}
if (r.BaseStream.Length - r.BaseStream.Position >= 4)
{
int particles = r.ReadInt32();
for (int i = 0; i < particles; i++) s.Particles[r.ReadInt32()] = r.ReadBoolean();
}
incoming[id] = s;
}
@@ -142,7 +163,7 @@ namespace MSCO
{
if (Time.time - kv.Value.ReceivedAt > ApplyTimeout) continue;
SyncedBody b = objects.Get(kv.Key);
if (b == null || !objects.IsRemoteOwnedBody(b)) continue;
if (b == null || objects.IsLocalBody(b)) continue; // eigene Fahrzeuge simulieren wir selbst
Components c = GetComponents(b);
if (c == null) continue;
@@ -156,6 +177,11 @@ namespace MSCO
AudioSource src;
if (c.Audio.TryGetValue(a.Key, out src) && src != null) SetAudio(src, a.Value);
}
foreach (KeyValuePair<int, bool> p in kv.Value.Particles)
{
ParticleSystem ps;
if (c.Particles.TryGetValue(p.Key, out ps) && ps != null) SetParticles(ps, p.Value, c.Root);
}
float t = Mathf.Clamp01(Time.deltaTime * DialSmoothing);
foreach (KeyValuePair<int, Quaternion> d in kv.Value.Dials)
{
@@ -179,6 +205,18 @@ namespace MSCO
if (!t.gameObject.activeSelf) t.gameObject.SetActive(true);
}
static void SetParticles(ParticleSystem ps, bool playing, Transform root)
{
if (playing)
{
// Effekte hängen oft an einem abgeschalteten Objekt (z.B. "Fire"), das die Spiel-Logik aktiviert
for (Transform t = ps.transform; t != null && t != root; t = t.parent)
if (!t.gameObject.activeSelf) t.gameObject.SetActive(true);
if (!ps.isPlaying) ps.Play();
}
else if (ps.isPlaying) ps.Stop();
}
static void SetAudio(AudioSource src, AudioState state)
{
if (!src.gameObject.activeInHierarchy) return;
@@ -206,6 +244,9 @@ namespace MSCO
seen.Clear();
foreach (Transform t in b.Rb.GetComponentsInChildren<Transform>(true))
if (IsDial(t.name)) c.Dials[Key(t, c.Root, seen)] = t;
seen.Clear();
foreach (ParticleSystem ps in b.Rb.GetComponentsInChildren<ParticleSystem>(true))
c.Particles[Key(ps.transform, c.Root, seen)] = ps;
components[b.Id] = c;
return c;
}