Improve entity position updates (#4701)
* Make puking pickups fly nicer * Improve entity position updates * Move determination of whether a delta is too big for a packet into the protocol handlers + Less jittery movement + Generalise CollectEntity to take any entity
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@@ -1917,12 +1917,7 @@ void cEntity::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
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// ask the plugins to allow teleport to the new position.
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if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ)))
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{
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ResetPosition({a_PosX, a_PosY, a_PosZ});
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auto world = m_World;
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if (world != nullptr) // The entity might not be in a world yet (just spawned, in cWorld::m_EntitiesToAdd)
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{
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world->BroadcastTeleportEntity(*this);
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}
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SetPosition({a_PosX, a_PosY, a_PosZ});
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}
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}
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@@ -1938,51 +1933,31 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
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return;
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}
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if (GetSpeed().HasNonZeroLength())
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if (GetSpeed().SqrLength() > 0.001)
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{
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// Movin'
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m_World->BroadcastEntityVelocity(*this, a_Exclude);
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m_bHasSentNoSpeed = false;
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}
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else
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else if (!m_bHasSentNoSpeed)
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{
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// Speed is zero, send this to clients once only as well as an absolute position
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if (!m_bHasSentNoSpeed)
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{
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m_World->BroadcastEntityVelocity(*this, a_Exclude);
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m_World->BroadcastTeleportEntity(*this, a_Exclude);
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m_LastSentPosition = GetPosition();
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m_bHasSentNoSpeed = true;
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}
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m_World->BroadcastEntityVelocity(*this, a_Exclude);
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m_World->BroadcastEntityPosition(*this, a_Exclude);
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m_LastSentPosition = GetPosition();
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m_bDirtyOrientation = false;
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m_bHasSentNoSpeed = true;
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}
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// TODO: Pickups move disgracefully if relative move packets are sent as opposed to just velocity. Have a system to send relmove only when SetPosXXX() is called with a large difference in position
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Vector3i Diff = (GetPosition() * 32.0).Floor() - (m_LastSentPosition * 32.0).Floor();
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if (Diff.HasNonZeroLength()) // Have we moved?
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{
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if ((abs(Diff.x) <= 127) && (abs(Diff.y) <= 127) && (abs(Diff.z) <= 127)) // Limitations of a Byte
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{
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// Difference within Byte limitations, use a relative move packet
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if (m_bDirtyOrientation)
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{
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m_World->BroadcastEntityRelMoveLook(*this, Vector3<Int8>(Diff), a_Exclude);
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m_bDirtyOrientation = false;
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}
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else
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{
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m_World->BroadcastEntityRelMove(*this, Vector3<Int8>(Diff), a_Exclude);
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}
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// Clients seem to store two positions, one for the velocity packet and one for the teleport / relmove packet
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// The latter is only changed with a relmove / teleport, and m_LastSentPosition stores this position
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m_LastSentPosition = GetPosition();
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}
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else
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{
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// Too big a movement, do a teleport
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m_World->BroadcastTeleportEntity(*this, a_Exclude);
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m_LastSentPosition = GetPosition(); // See above
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m_bDirtyOrientation = false;
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}
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m_World->BroadcastEntityPosition(*this, a_Exclude);
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// Clients seem to store two positions, one for the velocity packet and one for the teleport / relmove packet
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// The latter is only changed with a relmove / teleport, and m_LastSentPosition stores this position
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m_LastSentPosition = GetPosition();
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m_bDirtyOrientation = false;
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}
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if (m_bDirtyHead)
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@@ -1990,6 +1965,7 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
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m_World->BroadcastEntityHeadLook(*this, a_Exclude);
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m_bDirtyHead = false;
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}
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if (m_bDirtyOrientation)
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{
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// Send individual update in case above (sending with rel-move packet) wasn't done
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@@ -2076,6 +2052,15 @@ bool cEntity::IsAttachedTo(const cEntity * a_Entity) const
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bool cEntity::IsOrientationDirty() const
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{
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return m_bDirtyOrientation;
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}
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void cEntity::SetHeadYaw(double a_HeadYaw)
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{
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m_HeadYaw = a_HeadYaw;
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