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Rocket launch sync

Open tornac1234 opened this issue 2 years ago • 1 comments

  • [x] Sync rocket launch for everyone in the rocket Issue#1452
  • [x] Make unpatching actually work (one step closer to going back to main menu when disconnecting)

tornac1234 avatar Dec 28 '21 16:12 tornac1234

Moving the comments here: For tests of resync, add these 2 lines at line 19 inside RocketResyncProcessor on client-side

packet.PreflightChecks.Remove(PreflightCheck.PrimaryComputer);
packet.PreflightChecks.Remove(PreflightCheck.Hydraulics);

And in RocketLaunchProcessor on server-side, move the RocketSync packet sending outside the if so it's executed each time, and comment the line sending back the RocketLaunch packet In game, write command "forcerocketready" and click on the seat

tornac1234 avatar Jun 12 '22 17:06 tornac1234

In-game test with 3 players (2 inside the rocket, 1 outside) went great. Here a few thinks we need to tackle in future prs:

  • Only the clicking player is in the pilot chair in the final animation. Maybe we should force all players in the rocket to sit in the chair and not wander around the rocket.
  • In the credits scene only the player launching the rocket is completely gone (no visible model or pings). The ping for the other player inside the rocket was still visible for the outside player.
  • Animation of the screen preflight-checks (main cpu and life support) are not playing. The screen is instantly in the last frame while the interacting player is still pushing buttons
  • What happens if another player is trying to enter the rocket while the others are flying? Maybe we lock the door or "fixing" it by actually launching the rocket (which is a very complex task, I know)

Jannify avatar Oct 05 '22 10:10 Jannify

Here you go, made the transpiler and also fixed some funny issue due to Nitrox PDA tabs

tornac1234 avatar Oct 07 '22 16:10 tornac1234