Code: Show/Hide SENDING Ball Packet:
2e 00 4e 1d a6 26 00 00 00 00 04 00 00 00 00 00 SENDING Ball Packet: 2e 00 28 1c 96 26 00 00 00 00 04 00 00 00 00 00 SENDING Ball Packet: 2e 00 e6 1a 81 26 00 00 00 00 04 00 00 00 00 00 PASS: 1f 00 ac 1a 7e 26 e7 e3 31 ff 04 00 1d 44 ac 09 SENDING Ball Packet: 2e 00 ac 1a 7e 26 e7 e3 31 ff 04 00 1d 44 ac 09 PASS: 1f 00 7d 19 6a 26 e7 e3 31 ff 04 00 7c 44 ac 09 SENDING Ball Packet: 2e 00 ac 1a 7e 26 e7 e3 31 ff 04 00 1d 44 ac 09 SENDING Ball Packet: 2e 00 ac 1a 7e 26 e7 e3 31 ff 04 00 1d 44 ac 09 SENDING Ball Packet: 2e 00 ac 1a 7e 26 e7 e3 31 ff 04 00 1d 44 ac 09 SENDING Ball Packet: 2e 00 ac 1a 7e 26 e7 e3 31 ff 04 00 1d 44 ac 09 |
Bak wrote: |
Perhaps the S2C_BALL packet was lost on its way back to the shooter, and Continuum is coded to attempt to refire it if it doesn't receive ballfire confirmation from the server. The fire packet timestamp needed to be changed, or else it would be ignored by the server, so it was updated to the new value. |
Code: Show/Hide bd->state = BALL_CARRIED; bd->x = p->position.x; bd->y = p->position.y; bd->xspeed = 0; bd->yspeed = 0; bd->carrier = p; bd->freq = p->p_freq; bd->time = 0; send_ball_packet(arena, bp->ballid, NET_UNRELIABLE | BALL_SEND_PRI); |
i88gerbils wrote: |
nice. I can't resist but to say that my balls are always reliable. |
Code: Show/Hide net->SendToArena(arena, p, (byte*)&bp, sizeof(bp), rel); to net->SendToArena(arena, p, (byte*)&bp, sizeof(bp), NET_UNRELIABLE | BALL_SEND_PRI); |
stag shot wrote: |
This caused ball packets to arrive out-of-order when the bandwidth limiting kicked in. |
Grelminar wrote: |
Flags and turrets are both all reliable, except for the turf ownership summary packet, which isn't very important. So is death. |