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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

@@ -170,33 +170,50 @@ void cProtocol_1_9_0::SendEntityMetadata(const cEntity & a_Entity)
void cProtocol_1_9_0::SendEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
void cProtocol_1_9_0::SendEntityPosition(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, pktEntityRelMove);
const auto Delta = (a_Entity.GetPosition() - a_Entity.GetLastSentPosition()) * 32 * 128;
// Limitations of a short
static const auto Max = std::numeric_limits<Int16>::max();
if ((std::abs(Delta.x) <= Max) && (std::abs(Delta.y) <= Max) && (std::abs(Delta.z) <= Max))
{
const auto Move = static_cast<Vector3<Int16>>(Delta);
// Difference within limitations, use a relative move packet
if (a_Entity.IsOrientationDirty())
{
cPacketizer Pkt(*this, pktEntityRelMoveLook);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEInt16(Move.x);
Pkt.WriteBEInt16(Move.y);
Pkt.WriteBEInt16(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.WriteBEInt16(Move.x);
Pkt.WriteBEInt16(Move.y);
Pkt.WriteBEInt16(Move.z);
Pkt.WriteBool(a_Entity.IsOnGround());
}
return;
}
// Too big a movement, do a teleport
cPacketizer Pkt(*this, pktTeleportEntity);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
// TODO: 1.9 changed these from chars to shorts, meaning that there can be more percision and data. Other code needs to be updated for that.
Pkt.WriteBEInt16(a_RelX * 128);
Pkt.WriteBEInt16(a_RelY * 128);
Pkt.WriteBEInt16(a_RelZ * 128);
Pkt.WriteBool(a_Entity.IsOnGround());
}
void cProtocol_1_9_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());
// TODO: 1.9 changed these from chars to shorts, meaning that there can be more percision and data. Other code needs to be updated for that.
Pkt.WriteBEInt16(a_RelX * 128);
Pkt.WriteBEInt16(a_RelY * 128);
Pkt.WriteBEInt16(a_RelZ * 128);
Pkt.WriteBEDouble(a_Entity.GetPosX());
Pkt.WriteBEDouble(a_Entity.GetPosY());
Pkt.WriteBEDouble(a_Entity.GetPosZ());
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteBool(a_Entity.IsOnGround());
@@ -386,7 +403,7 @@ void cProtocol_1_9_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.WriteBEDouble(LastSentPos.x);
Pkt.WriteBEDouble(LastSentPos.y + 0.001); // The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
Pkt.WriteBEDouble(LastSentPos.z);
@@ -428,7 +445,7 @@ void cProtocol_1_9_0::SendSpawnMob(const cMonster & a_Mob)
Pkt.WriteBEUInt64(0);
Pkt.WriteBEUInt64(a_Mob.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<Byte>(GetProtocolMobType(a_Mob.GetMobType())));
Vector3d LastSentPos = a_Mob.GetLastSentPos();
Vector3d LastSentPos = a_Mob.GetLastSentPosition();
Pkt.WriteBEDouble(LastSentPos.x);
Pkt.WriteBEDouble(LastSentPos.y);
Pkt.WriteBEDouble(LastSentPos.z);
@@ -446,24 +463,6 @@ void cProtocol_1_9_0::SendSpawnMob(const cMonster & a_Mob)
void cProtocol_1_9_0::SendTeleportEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, pktTeleportEntity);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
Pkt.WriteBEDouble(a_Entity.GetPosX());
Pkt.WriteBEDouble(a_Entity.GetPosY());
Pkt.WriteBEDouble(a_Entity.GetPosZ());
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteBool(a_Entity.IsOnGround());
}
void cProtocol_1_9_0::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
{
ASSERT(m_State == 3); // In game mode?
@@ -1323,6 +1322,33 @@ eHand cProtocol_1_9_0::HandIntToEnum(Int32 a_Hand)
void cProtocol_1_9_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());
// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
Pkt.WriteBEUInt64(0);
Pkt.WriteBEUInt64(a_Entity.GetUniqueID());
Pkt.WriteBEUInt8(a_ObjectType);
Pkt.WriteBEDouble(a_Entity.GetPosX());
Pkt.WriteBEDouble(a_Entity.GetPosY());
Pkt.WriteBEDouble(a_Entity.GetPosZ());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteBEInt32(a_ObjectData);
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));
}
void cProtocol_1_9_0::WriteItem(cPacketizer & a_Pkt, const cItem & a_Item)
{
short ItemType = a_Item.m_ItemType;
@@ -2173,32 +2199,6 @@ void cProtocol_1_9_0::WriteEntityProperties(cPacketizer & a_Pkt, const cEntity &
void cProtocol_1_9_0::WriteEntitySpawn(cPacketizer & a_Pkt, const cEntity & a_Entity, const UInt8 a_ObjectType, const Int32 a_ObjectData)
{
ASSERT(m_State == 3); // In game mode?
a_Pkt.WriteVarInt32(a_Entity.GetUniqueID());
// TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
a_Pkt.WriteBEUInt64(0);
a_Pkt.WriteBEUInt64(a_Entity.GetUniqueID());
a_Pkt.WriteBEUInt8(a_ObjectType);
a_Pkt.WriteBEDouble(a_Entity.GetPosX());
a_Pkt.WriteBEDouble(a_Entity.GetPosY());
a_Pkt.WriteBEDouble(a_Entity.GetPosZ());
a_Pkt.WriteByteAngle(a_Entity.GetPitch());
a_Pkt.WriteByteAngle(a_Entity.GetYaw());
a_Pkt.WriteBEInt32(a_ObjectData);
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));
}
////////////////////////////////////////////////////////////////////////////////
// cProtocol_1_9_1: