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https://github.com/genxium/DelayNoMore
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Fixes for melee attack sync.
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@@ -108,24 +108,25 @@ message BattleColliderInfo {
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int32 intervalToPing = 8;
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int32 willKickIfInactiveFor = 9;
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int32 boundRoomId = 10;
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int64 battleDurationNanos = 11;
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int32 serverFps = 12;
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int32 inputDelayFrames = 13;
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uint32 inputScaleFrames = 14;
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int32 nstDelayFrames = 15;
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int32 inputFrameUpsyncDelayTolerance = 16;
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int32 maxChasingRenderFramesPerUpdate = 17;
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int32 playerBattleState = 18;
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double rollbackEstimatedDtMillis = 19;
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int64 rollbackEstimatedDtNanos = 20;
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int32 battleDurationFrames = 12;
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int64 battleDurationNanos = 13;
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int32 serverFps = 14;
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int32 inputDelayFrames = 15; // in the count of render frames
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uint32 inputScaleFrames = 16; // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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int32 nstDelayFrames = 17; // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
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int32 inputFrameUpsyncDelayTolerance = 18;
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int32 maxChasingRenderFramesPerUpdate = 19;
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int32 playerBattleState = 20;
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double rollbackEstimatedDtMillis = 21;
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int64 rollbackEstimatedDtNanos = 22;
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double worldToVirtualGridRatio = 21;
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double virtualGridToWorldRatio = 22;
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double worldToVirtualGridRatio = 23;
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double virtualGridToWorldRatio = 24;
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int32 spAtkLookupFrames = 23;
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int32 renderCacheSize = 24;
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int32 spAtkLookupFrames = 25;
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int32 renderCacheSize = 26;
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map<int32, MeleeBullet> meleeSkillConfig = 25; // skillId -> skill
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map<int32, MeleeBullet> meleeSkillConfig = 27; // skillId -> skill
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}
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message RoomDownsyncFrame {
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