Made input updates only send when input differs (bandwidth-saving measure)
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1 changed files with 11 additions and 9 deletions
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@ -6,8 +6,8 @@ import java.util.List;
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import net.machinemuse.api.IModularItem;
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import net.machinemuse.api.MuseItemUtils;
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import net.machinemuse.general.gui.clickable.ClickableKeybinding;
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import net.machinemuse.powersuits.client.KeybindManager;
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import net.machinemuse.powersuits.common.PlayerInputMap;
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import net.machinemuse.powersuits.control.KeybindManager;
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import net.machinemuse.powersuits.control.PlayerInputMap;
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import net.machinemuse.powersuits.network.MusePacket;
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import net.machinemuse.powersuits.network.packets.MusePacketModeChangeRequest;
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import net.machinemuse.powersuits.network.packets.MusePacketPlayerUpdate;
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@ -16,7 +16,6 @@ import net.minecraft.client.entity.EntityClientPlayerMP;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagCompound;
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import org.lwjgl.input.Keyboard;
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import org.lwjgl.input.Mouse;
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import cpw.mods.fml.common.ITickHandler;
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@ -24,7 +23,8 @@ import cpw.mods.fml.common.TickType;
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import cpw.mods.fml.common.network.Player;
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/**
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* This handler is called before/after the game processes input events and updates the gui state mainly. *independent of rendering, so sometimes there
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* This handler is called before/after the game processes input events and
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* updates the gui state mainly. *independent of rendering, so sometimes there
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* might be visual artifacts* -is also the parent class of KeyBindingHandler
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*
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* @author MachineMuse
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@ -89,17 +89,19 @@ public class ClientTickHandler implements ITickHandler {
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slotSelected = -1;
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}
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PlayerInputMap inputmap = PlayerInputMap.getInputMapFor(player.username);
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inputmap.downKey = Keyboard.isKeyDown(Keyboard.KEY_Z) && Minecraft.getMinecraft().inGameHasFocus;
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inputmap.forwardKey = player.movementInput.moveForward;
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inputmap.strafeKey = player.movementInput.moveStrafe;
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inputmap.forwardKey = Math.signum(player.movementInput.moveForward);
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inputmap.strafeKey = Math.signum(player.movementInput.moveStrafe);
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inputmap.jumpKey = player.movementInput.jump;
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inputmap.sneakKey = player.movementInput.sneak;
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inputmap.motionX = player.motionX;
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inputmap.motionY = player.motionY;
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inputmap.motionZ = player.motionZ;
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MusePacket inputPacket = new MusePacketPlayerUpdate(player, inputmap);
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player.sendQueue.addToSendQueue(inputPacket.getPacket250());
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if (inputmap.hasChanged()) {
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MusePacket inputPacket = new MusePacketPlayerUpdate(player, inputmap);
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player.sendQueue.addToSendQueue(inputPacket.getPacket250());
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inputmap.refresh();
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}
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}
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}
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