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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
This commit is contained in:
Tiger Wang
2020-05-04 09:10:47 +01:00
committed by GitHub
parent 258318ab98
commit 07ca095740
23 changed files with 294 additions and 404 deletions

View File

@@ -352,14 +352,14 @@ void cProtocol_1_8_0::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerial
void cProtocol_1_8_0::SendCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player, int a_Count)
void cProtocol_1_8_0::SendCollectEntity(const cEntity & a_Collected, const cEntity & a_Collector, unsigned a_Count)
{
UNUSED(a_Count);
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, pktCollectEntity);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteVarInt32(a_Player.GetUniqueID());
Pkt.WriteVarInt32(a_Collected.GetUniqueID());
Pkt.WriteVarInt32(a_Collector.GetUniqueID());
}
@@ -430,6 +430,19 @@ void cProtocol_1_8_0::SendEditSign(int a_BlockX, int a_BlockY, int a_BlockZ)
void cProtocol_1_8_0::SendEntityAnimation(const cEntity & a_Entity, char a_Animation)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, pktEntityAnimation);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt8(a_Animation);
}
void cProtocol_1_8_0::SendEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, int a_Duration)
{
ASSERT(m_State == 3); // In game mode?
@@ -502,6 +515,52 @@ void cProtocol_1_8_0::SendEntityMetadata(const cEntity & a_Entity)
void cProtocol_1_8_0::SendEntityPosition(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
const auto Delta = (a_Entity.GetPosition() - a_Entity.GetLastSentPosition()) * 32;
// Limitations of a byte
static const auto Max = std::numeric_limits<Int8>::max();
if ((std::abs(Delta.x) <= Max) && (std::abs(Delta.y) <= Max) && (std::abs(Delta.z) <= Max))
{
const auto Move = static_cast<Vector3<Int8>>(Delta);
// Difference within limitations, use a relative move packet
if (a_Entity.IsOrientationDirty())
{
cPacketizer Pkt(*this, pktEntityRelMoveLook);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt8(Move.x);
Pkt.WriteBEInt8(Move.y);
Pkt.WriteBEInt8(Move.z);
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteBool(a_Entity.IsOnGround());
}
else
{
cPacketizer Pkt(*this, pktEntityRelMove);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt8(Move.x);
Pkt.WriteBEInt8(Move.y);
Pkt.WriteBEInt8(Move.z);
Pkt.WriteBool(a_Entity.IsOnGround());
}
return;
}
// Too big a movement, do a teleport
SendEntityTeleport(a_Entity);
}
void cProtocol_1_8_0::SendEntityProperties(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
@@ -515,40 +574,6 @@ void cProtocol_1_8_0::SendEntityProperties(const cEntity & a_Entity)
void cProtocol_1_8_0::SendEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, pktEntityRelMove);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt8(a_RelX);
Pkt.WriteBEInt8(a_RelY);
Pkt.WriteBEInt8(a_RelZ);
Pkt.WriteBool(a_Entity.IsOnGround());
}
void cProtocol_1_8_0::SendEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, pktEntityRelMoveLook);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt8(a_RelX);
Pkt.WriteBEInt8(a_RelY);
Pkt.WriteBEInt8(a_RelZ);
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteBool(a_Entity.IsOnGround());
}
void cProtocol_1_8_0::SendEntityStatus(const cEntity & a_Entity, char a_Status)
{
ASSERT(m_State == 3); // In game mode?
@@ -882,19 +907,6 @@ void cProtocol_1_8_0::SendPlayerAbilities(void)
void cProtocol_1_8_0::SendEntityAnimation(const cEntity & a_Entity, char a_Animation)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, pktEntityAnimation);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt8(a_Animation);
}
void cProtocol_1_8_0::SendParticleEffect(const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmount)
{
ASSERT(m_State == 3); // In game mode?
@@ -1133,7 +1145,7 @@ void cProtocol_1_8_0::SendPlayerSpawn(const cPlayer & a_Player)
cPacketizer Pkt(*this, pktSpawnOtherPlayer);
Pkt.WriteVarInt32(a_Player.GetUniqueID());
Pkt.WriteUUID(a_Player.GetUUID());
Vector3d LastSentPos = a_Player.GetLastSentPos();
Vector3d LastSentPos = a_Player.GetLastSentPosition();
Pkt.WriteFPInt(LastSentPos.x);
Pkt.WriteFPInt(LastSentPos.y + 0.001); // The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
Pkt.WriteFPInt(LastSentPos.z);
@@ -1386,8 +1398,7 @@ void cProtocol_1_8_0::SendSpawnEntity(const cEntity & a_Entity)
}
}
cPacketizer Pkt(*this, pktSpawnObject);
WriteEntitySpawn(Pkt, a_Entity, EntityType, EntityData);
SendEntitySpawn(a_Entity, EntityType, EntityData);
}
@@ -1401,7 +1412,7 @@ void cProtocol_1_8_0::SendSpawnMob(const cMonster & a_Mob)
cPacketizer Pkt(*this, pktSpawnMob);
Pkt.WriteVarInt32(a_Mob.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<Byte>(GetProtocolMobType(a_Mob.GetMobType())));
Vector3d LastSentPos = a_Mob.GetLastSentPos();
Vector3d LastSentPos = a_Mob.GetLastSentPosition();
Pkt.WriteFPInt(LastSentPos.x);
Pkt.WriteFPInt(LastSentPos.y);
Pkt.WriteFPInt(LastSentPos.z);
@@ -1458,24 +1469,6 @@ void cProtocol_1_8_0::SendTabCompletionResults(const AStringVector & a_Results)
void cProtocol_1_8_0::SendTeleportEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, pktTeleportEntity);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteFPInt(a_Entity.GetPosX());
Pkt.WriteFPInt(a_Entity.GetPosY());
Pkt.WriteFPInt(a_Entity.GetPosZ());
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteBool(a_Entity.IsOnGround());
}
void cProtocol_1_8_0::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
{
ASSERT(m_State == 3); // In game mode?
@@ -3201,6 +3194,37 @@ void cProtocol_1_8_0::SendPacket(cPacketizer & a_Pkt)
void cProtocol_1_8_0::SendEntitySpawn(const cEntity & a_Entity, const UInt8 a_ObjectType, const Int32 a_ObjectData)
{
ASSERT(m_State == 3); // In game mode?
{
cPacketizer Pkt(*this, pktSpawnObject);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEUInt8(a_ObjectType);
Pkt.WriteFPInt(a_Entity.GetPosX()); // Position appears to be ignored...
Pkt.WriteFPInt(a_Entity.GetPosY());
Pkt.WriteFPInt(a_Entity.GetPosY());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteBEInt32(a_ObjectData);
if (a_ObjectData != 0)
{
Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedX() * 400));
Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedY() * 400));
Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedZ() * 400));
}
}
// Otherwise 1.8 clients don't show the entity
SendEntityTeleport(a_Entity);
}
void cProtocol_1_8_0::WriteItem(cPacketizer & a_Pkt, const cItem & a_Item)
{
short ItemType = a_Item.m_ItemType;
@@ -3831,25 +3855,16 @@ void cProtocol_1_8_0::WriteEntityProperties(cPacketizer & a_Pkt, const cEntity &
void cProtocol_1_8_0::WriteEntitySpawn(cPacketizer & a_Pkt, const cEntity & a_Entity, const UInt8 a_ObjectType, const Int32 a_ObjectData)
void cProtocol_1_8_0::SendEntityTeleport(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
a_Pkt.WriteVarInt32(a_Entity.GetUniqueID());
a_Pkt.WriteBEUInt8(a_ObjectType);
a_Pkt.WriteFPInt(a_Entity.GetPosX());
a_Pkt.WriteFPInt(a_Entity.GetPosY());
a_Pkt.WriteFPInt(a_Entity.GetPosY());
a_Pkt.WriteByteAngle(a_Entity.GetPitch());
a_Pkt.WriteByteAngle(a_Entity.GetYaw());
a_Pkt.WriteBEInt32(a_ObjectData);
if (a_ObjectData != 0)
{
a_Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedX() * 400));
a_Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedY() * 400));
a_Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedZ() * 400));
}
cPacketizer Pkt(*this, pktTeleportEntity);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteFPInt(a_Entity.GetPosX());
Pkt.WriteFPInt(a_Entity.GetPosY());
Pkt.WriteFPInt(a_Entity.GetPosZ());
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteBool(a_Entity.IsOnGround());
}