Spodii / netgore

Cross platform online rpg engine using C# and SFML
http://www.netgore.com/
40 stars 16 forks source link

Quickly switching maps bug #247

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
When you quickly enter/leave/enter/... a building for instance half of the time 
there'll a lag spike and for some reason sometimes you just keep walking in one 
direction and you cannot do anything about it. Once you hit a wall the game 
crashes. When you log back in, you're somewhere completely different on the 
map. It's as if the server doesn't care about walls.

I think for top down at least you should make a check so no matter what a 
character cannot walk through a wall, even if the client went crazy the server 
should always make sure the player doesn't end up "outside" of the map.

Original issue reported on code.google.com by devon.ke...@gmail.com on 30 Oct 2010 at 5:21

GoogleCodeExporter commented 9 years ago
Such checks should already exist. But I'll look into it still. Though are you 
sure this is an issue in NetGore? Since I know you guys changed how movement 
works in your game.

Original comment by Spodiii on 30 Oct 2010 at 10:08

GoogleCodeExporter commented 9 years ago
I'm pretty sure topdown movement is the same as you've written it. The only 
thing we added was diagonal movement.

Original comment by devon.ke...@gmail.com on 30 Oct 2010 at 10:10

GoogleCodeExporter commented 9 years ago
You guys added tile-based movement, while originally NetGore does not do that. 
And I wouldn't be at all surprised if the issue was due to the implementation 
of that. But like I said, I'll still check it out.

Original comment by Spodiii on 30 Oct 2010 at 10:16

GoogleCodeExporter commented 9 years ago

Original comment by Spodiii on 30 Oct 2010 at 10:17

GoogleCodeExporter commented 9 years ago
Um no we did not add tile movement? The original EB is pixelmovement so is SVO.

Original comment by devon.ke...@gmail.com on 30 Oct 2010 at 10:18

GoogleCodeExporter commented 9 years ago
Really? Since I was just on there, and it felt like tile-based movement. Moving 
back and forth, I always seemed to end up in the exact same place, and even 
just a tap pushed me what looks like 32 pixels.

Original comment by Spodiii on 30 Oct 2010 at 10:20

GoogleCodeExporter commented 9 years ago
I'm pretty sure the movement code is still the core netgore movement. The only 
thing I've changed much is warps being auto triggered when walked over, and the 
size of the collision boxes (To be roughly the players feet, instead of the 
entire player)

Only problem might be we're only merged up to NetGore #3984 at the moment 
(Edits to the account system takes a while to merge since we've heavily 
modified that, haven't had time to merge past there yet) so if there's anything 
past there that might fix this, we'll check again once I've got it merged over 
:)

Original comment by Darkfros...@gmail.com on 30 Oct 2010 at 10:24

GoogleCodeExporter commented 9 years ago
How large is your collision box exactly?

And nope, don't think anything recently would have fixed this issue. There were 
some fixes to the ISpatialCollection, but that probably isn't the issue since 
the fixes only involved when the map was > than the grid size (and the default 
grid size was set to some insanely huge value for some reason - 16k I believe).

I am unable to recreate it thus far through testing, no matter how fast and 
frequently I warp back-and-forth. I have noticed the character will "vanish" 
for some reason, but tends to re-appear a bit later on. But this seems to be 
just a visual issue - collision still works just fine, the NPCs know exactly 
where I am, and the user's light is still shown in the right place. I'll check 
into it a bit more, but I have the feeling it will continue to show no issues.

Original comment by Spodiii on 30 Oct 2010 at 10:29

GoogleCodeExporter commented 9 years ago
Think I used the bottom 20% of the original size, but I can't remember exactly 
- On my laptop atm so I can't check, sorry :3

Original comment by Darkfros...@gmail.com on 30 Oct 2010 at 10:34

GoogleCodeExporter commented 9 years ago
If the latest revision doesn't fix this issue (revision #4029), either try to 
narrow down the issue in SVO, or recreate it in NetGore, since I can't see 
anything else that is wrong.

Original comment by Spodiii on 30 Oct 2010 at 11:16