Files
RobustToolbox/Robust.Server/GameObjects/EntitySystems/PhysicsSystem.cs
T
Pieter-Jan BriersandGitHub 31fb65bcb9 Movement prediction work. (#1144)
* Fix client-side input system not sending sequence numbers for input messages.

This caused message ordering issues and keys getting stuck down.

* Make sure EyeUpdateSystem runs after physics.

* IGameTiming.TickFraction helper.

* Subtick data for input commands.

* Literally a unit test to verify that I wasn't going insane while debugging input message ordering issues.

* More prediction logs behind net.predict.

* Move physics to shared and run it on the client.

* Synchronize grid gravity.

* Fix ResetPredictedEntities crash when entities get deleted server-side.

* Fix CollidableComponent setters not calling Dirty()

* Fix going into space while predicting.

* Watch window uses history line edit.

* Fix unpredicted objects stuck-jittering.

* VV tags for interp vars on transform.

* Fix 0 mass objects on client.

* Fix friction calculations being TPS dependent.

* Reset predict flag on handelComponentState
2020-06-24 20:47:20 +02:00

21 lines
600 B
C#

using JetBrains.Annotations;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
using System.Linq;
namespace Robust.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class PhysicsSystem : SharedPhysicsSystem
{
[Dependency] private readonly IPauseManager _pauseManager = default!;
/// <inheritdoc />
public override void Update(float frameTime)
{
SimulateWorld(frameTime, RelevantEntities.Where(e => !e.Deleted && !_pauseManager.IsEntityPaused(e)).ToList());
}
}
}