noblewhale / SmoothSync-public

Public SmoothSync repo for issue tracking.
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Goober falling animation doesn't stop playing at high ping #1

Closed noblewhale closed 4 years ago

noblewhale commented 4 years ago

After jumping when landing the falling animation keeps playing and also falling through floor. Happens with high frame rate, Tested via simulating high ping / packet loss with clumsy (because that's kind of equivalent I think in this case) in third person template and it seems to be real but not sure if it's any worse than replicate movement, if it is figure out why. Maybe send more messages after landing in that one place where you did the other thing.

noblewhale commented 4 years ago

Interesting - upgraded to 4.24 (and fixed the issue I was having before) and most of the high FPS issues I was having seemed to have gone away. The only issue I noted was with the movemode not being updated when the player lands in third person via SmoothSync (as I described before). For some reason, the third person character model drops through the floor when landing from a jump sometimes though it appears as though the third person player only ever drops through the floor at a time when the player's movemode doesn't update after landing - but not every time :stuck_out_tongue: Other than that though, both clients with 400 FPS seems to be working fine

noblewhale commented 4 years ago

Potentially fixed by improving handling of movement mode and adding an Always Send Movement Mode option. Also allowed for more sending when not moving so it doesn't immediately stop sending, possibly drop a packet, and then extrapolate wildly as if it were still moving.

Sent version to Goober for testing.

noblewhale commented 4 years ago

Was still getting the floating issue without Always Send Movement Mode turned on, so I turned it on. Now, it doens't appear as though that bug is happening, but the "going through the floor" issue that only ever happened when the float bug happened, is still happening :\

noblewhale commented 4 years ago

Fixed by changing 4 to 10 in that one place.