SanAndreasUnity/Docs/Multiplayer.md

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# TODO
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- scene changing: When network (server/client) is stopped, offline scene should be loaded. But, when switching back to online scene, Loader should not load everything again. Instead, only Cell loading should be done, if the new scene is main scene. But, are old meshes/textures destroyed ? Do we leave memory behind, every time when network is stopped ? Or... just exit the game when network is stopped (display message box first ?).
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- order of buttons in main menu
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- adapt states:
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- send button input events to server:
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- syncvar for current vehicle and seat
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- When ped enters vehicle, he changes parent. Is this allowed in Mirror ? Possible solution would be to only change parent of ped model. Also, while ped is in vehicle, network transform should not sync.
- disable vehicle's rigid body on clients ; apply linear and angular velocity manually ? ;
- sync car color
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- stats window
- display a message to user when network is stopped
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# Potential problems
- server will have multiple Cell focus points - the game can lag too much, so server has to run on a dedicated machine
# Scripts that need to be synced across network
## Ped
variables:
- id
- transform
- is walking / running / sprinting
- heading
- is aiming
- is firing
- current weapon
- current vehicle - not needed - synced in Vehicle
- aim direction
events:
- fire
- enter/exit vehicle
- jump
## Vehicle
variables:
- id
- transform
- car colors
- linear velocity
- angular velocity
- steering angle
- acceleration
- brake
- peds which occupy seats
## Weapon
variables:
- id
- ammo in clip
- ammo outside of clip
- ped owner