Adjusted when a join request is sent, and who it is sent to
Adjusted default course/act/level/area for new players
Added a sequence id to level area inform
Adjusted reliable packets to be sent half as frequently
Added ability to make a DjuiBase keep its aspect ration
Added on_render_pre callback
Added ability to display 32b images
Added DjuiFlowLayout
Added logo
In an attempt to track down an issue that causes packet flooding and
hanging, I've looked at every step of the networking process and tried
to clean up anything strange I saw.
Made DJUI render at 60 fps
Added mouse cursor and hooks in SDL for capturing the window-relative mouse position
Started creating an interable system where elements can respond to events such as on_mouse_hover
The birth of a custom user interface system.
Has the ability to draw things to the screen at native resolution
regardless of window size.
Components can be nested within one another to an arbitrary depth.
Text rendering is completely rewritten.
Text and images can be clipped by their parent container.
Fixed releasing of sync objects that otherwise don't sync their death events
Fixed using/releasing reserved objects in an area that the server isn't in
Created a timer based on area that is shared. The puzzle pieces will
execute rapidly to catch up to the timer on level join. This keeps them
in sync without constantly needing to acknowledge that a puzzle piece
had moved before continuing.
Prevented crash that happened when an upstairs painting was entered
Synchronized TTC speed setting
Synchronized WDW water level on late join
Player packets no longer broadcasted to clients in a different location
No longer needs hacky stuff like relying on the macro for goomba triplet removal.
Instead we simply keep a list of sync ids of objects that were removed (but were
around at the start of level loading)
Instead of the server dropping them immediately, the server only drops the processing. This allows it to broadcast/send the packet to the correct client without the server processing it.
Fixed how "static" level objects were detected. The old way was error prone and would consider spawned objects to be static anyway.
Made ERROR_LOGs always show up, "disabling" logging only turns off INFO_LOGs now.
Now "syncId"s can only be reserved at ID 127+. This ensures that static level
objects and spawned reserved objects never clash. The server keeps track of
every player's list of reserved IDs, as well as when an ID is used, or when
an entity using that ID is destroyed. This is much more complicated than it
used to be, but this complication is required due to players being allowed to
be in different areas of the game.
Now packets can be grouped up and sent separately, but still be processed
sequentially regardless of how much they get scrambled over the network.
If a packet group isn't received for 15 seconds, all unprocessed packets
in that group will be dropped. Packet ordering is required for level and
area synchronization information when someone joins the level late.
Added packet_level_respawn_info to inform the players of entity
deletions in a different area of the same level. Currently it's
massively noisy due to sending out a new packet for each entity
destroyed. This can cause chaos when collecting a series of coins.
Ideally this information would be batched and sent in one big blob every
so often.