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Skater effects on other players: costume and board trails, and contact sparks and dust
Other players' skaters and skateboards showed none of the game's skater effects: not the trail or fire a costume or deck comes with, and not the sparks, dust and puffs of a skater touching the world. Costume and skateboard effects. The game gives another player's skater and skateboard the right effect sets by itself, but builds them before their outfit is on, so nothing showed. They are now built again half a second after the outfit is applied. An always-on effect that a skater's item puts on the skateboard's wheel joints (the Ghost Skater trail) follows the skater's own copy of those joints, which only this player's skater keeps up to date: for other players it is taken out of the skater's sets and built on their skateboard, which has the same joints. Contact effects. They come from a skater touching the world, which only happens in that player's own game. Each game now captures its skater's contacts (position, velocity, surface normal, surface material) and sends up to three a tick in a new unreliable packet, PacketKind::effects. Other games play each through the game's own function, so the effect is still chosen from the surface and the speed. A contact is shown as late as that player's poses are, only within 30 m of their skater, and only for a material the level's table has: the game reads that table without a bound. Server. A dedicated server relays effects packets to players within 150 m of the sender, at most one packet a tick from each player. New setting players.sync_effects (default true), console and admin command "effects on|off". Off: the server relays none, and the roster tells games neither to send their contacts nor to build other players' costume and skateboard effects. Player-hosted lobbies relay through the host and always share them. The roster carries one more byte for the setting. Still protocol 45, which has not been released. New console command "mp effects": what has been captured and played, and why the last contact was refused if one was.
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@@ -1,6 +1,7 @@
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#include "session_internal.h"
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#include "Extension/Multiplayer/Remote/native_cosmetics.h"
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#include "Extension/Multiplayer/Remote/native_audio.h"
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#include "Extension/Multiplayer/Remote/native_vfx.h"
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#include "Extension/Profile/local_profile_runtime.h"
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#include "Extension/Objects/network_object_runtime.h"
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#include "Extension/Multiplayer/Net/wire_codec.h"
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@@ -317,7 +318,8 @@ void broadcast(Session &s, const Packet &packet, bool reliable, bool fresh, std:
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std::vector<Outgoing> outgoing;
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unsigned direct_sent{};
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const bool gameplay = packet.kind == PacketKind::pose || packet.kind == PacketKind::audio ||
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packet.kind == PacketKind::voice || packet.kind == PacketKind::cosmetics;
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packet.kind == PacketKind::voice || packet.kind == PacketKind::cosmetics ||
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packet.kind == PacketKind::effects;
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for (auto &p : active_peers(s)) {
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if (!p.handshaken || p.member.id == except ||
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(s.mode == Mode::host && gameplay && !p.world_ready) ||
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@@ -325,7 +327,7 @@ void broadcast(Session &s, const Packet &packet, bool reliable, bool fresh, std:
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continue;
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// Chat and throwdown messages always travel through the host, which relays
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// them once to everyone else; a direct copy as well would deliver them twice.
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if ((packet.kind == PacketKind::chat || packet.kind == PacketKind::throwdown) && s.mode == Mode::join &&
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if ((packet.kind == PacketKind::chat || packet.kind == PacketKind::throwdown || packet.kind == PacketKind::effects) && s.mode == Mode::join &&
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p.member.id != s.host_id)
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continue;
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if (packet.kind == PacketKind::voice) {
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@@ -714,6 +716,12 @@ void send_local(Session &s, const NativeFrame &local, std::uint64_t now, std::ui
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}
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deliver(a, std::any_of(a.audio.begin(), a.audio.end(), [](const auto &sample) { return sample.event; }), true);
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}
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// This skater's contacts with the world, for the sparks and dust others see on it.
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if (auto impacts = drain_impacts(); !impacts.empty() && s.sync_effects) {
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auto e = packet(s, PacketKind::effects, now);
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e.impacts = std::move(impacts);
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deliver(e, false, true);
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}
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}
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} // namespace session_detail
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} // namespace dingosdk::multiplayer
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