Storing state history for lag compensation.

This commit is contained in:
Jeremiah Billmann
2013-07-06 13:37:27 -04:00
parent dd03d7a8d7
commit dbe1dd01ad
2 changed files with 5 additions and 5 deletions
+2 -2
View File
@@ -11,10 +11,10 @@ Entity.prototype = {
addState: function (state, executionTime) {
var minTime, spliceTo = 0;
this.stateHistory.push({ state: state, executionTime: executionTime });
minTime = this.stateHistory[this.stateHistory - 1].executionTime - 1000;
minTime = this.stateHistory[this.stateHistory.length - 1].executionTime - 1000;
for (var i = 0; i < this.stateHistory.length; i ++) {
if (this.stateHistory[i].executionTime >= minTime) {
if (this.stateHistory[i].executionTime > minTime) {
spliceTo = i - 1;
break;
}
+3 -3
View File
@@ -42,10 +42,10 @@ GarageServerGame.prototype.updatePhysics = function (options) {
this.playerController.entities.forEach(function (player) {
if (player.inputs.length > 0) {
if (options.onUpdatePlayerPhysics) {
player.state = options.onUpdatePlayerPhysics(player.client.id, player.state, player.inputs, self.physicsDelta);
player.addState(options.onUpdatePlayerPhysics(player.client.id, player.state, player.inputs, self.physicsDelta), player.inputs[player.inputs.length - 1].time);
player.sequence += player.inputs.length;
player.inputs = [];
}
player.sequence += player.inputs.length;
player.inputs = [];
}
});
};