Read the description for detailed changes.

- Added `Sandbox.Players`: a synchronized list of `NetworkPlayerId` structs representing connected players.
- Added `Sandbox.Events.OnPlayerJoined` and `Sandbox.Events.OnPlayerLeft` callbacks, synchronized across all clients.
- Changed internal interpolation of quaternions to use `Slerp` instead of `Lerp`.
- Fixed a potential crash caused by undefined behavior when reaching `NetickConfig.MaxPlayers` and destroying network objects.
- Fixed an issue where sandbox-loaded scenes were not being unloaded during shutdown.
- Fixed a bug preventing Prediction Error Correction from functioning correctly.
This commit is contained in:
Karrar
2025-06-27 05:47:00 +03:00
parent 8e2db0f357
commit 1b0d33d8f0
25 changed files with 1843 additions and 1529 deletions

View File

@@ -17,25 +17,27 @@ namespace Netick.Samples
public bool StaggerSpawns = true;
public bool DestroyPlayerObjectWhenLeaving = true;
// This is called on the server when a player has connected.
public override void OnPlayerConnected(NetworkSandbox sandbox, Netick.NetworkPlayer client)
// This is called when a player has joined the game.
public override void OnPlayerJoined(NetworkSandbox sandbox, NetworkPlayerId player)
{
if (sandbox.IsClient)
return;
var spawnPos = SpawnPosition.position;
if (StaggerSpawns)
spawnPos += (HorizontalOffset * Vector3.left) * (sandbox.ConnectedPlayers.Count - 1);
var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, SpawnPosition.rotation, client);
client.PlayerObject = player;
spawnPos += (HorizontalOffset * Vector3.left) * (sandbox.Players.Count - 1);
var playerObj = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, SpawnPosition.rotation, player);
sandbox.SetPlayerObject(player, playerObj);
}
// This is called on the server when a player has disconnected.
public override void OnPlayerDisconnected(NetworkSandbox sandbox, Netick.NetworkPlayer client, TransportDisconnectReason transportDisconnectReason)
// This is called when a player has left the game.
public override void OnPlayerLeft(NetworkSandbox sandbox, NetworkPlayerId player)
{
if (sandbox.IsClient)
return;
if (!DestroyPlayerObjectWhenLeaving)
return;
var netObj = client.PlayerObject as NetworkObject;
if (netObj != null)
Sandbox.Destroy(netObj);
if (sandbox.TryGetPlayerObject(player, out var playerObj))
Sandbox.Destroy(playerObj);
}
}
}