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Players never fall through unloaded chunks or end up inside solids on teleport

This commit is contained in:
LogicParrot
2016-03-27 20:43:30 +03:00
parent 6b1856f226
commit dd0ce3287f
5 changed files with 138 additions and 29 deletions

View File

@@ -3,6 +3,7 @@
#include "ClientHandle.h"
#include "Server.h"
#include "World.h"
#include "Chunk.h"
#include "Entities/Pickup.h"
#include "Bindings/PluginManager.h"
#include "Entities/Player.h"
@@ -65,6 +66,7 @@ cClientHandle::cClientHandle(const AString & a_IPString, int a_ViewDistance) :
m_RequestedViewDistance(a_ViewDistance),
m_IPString(a_IPString),
m_Player(nullptr),
m_CachedSentChunk(0, 0),
m_HasSentDC(false),
m_LastStreamedChunkX(0x7fffffff), // bogus chunk coords to force streaming upon login
m_LastStreamedChunkZ(0x7fffffff),
@@ -336,6 +338,7 @@ void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID,
// Spawn player (only serversided, so data is loaded)
m_Player = new cPlayer(m_Self, GetUsername());
InvalidateCachedSentChunk();
m_Self.reset();
cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
@@ -1869,6 +1872,18 @@ void cClientHandle::RemoveFromWorld(void)
void cClientHandle::InvalidateCachedSentChunk()
{
ASSERT(m_Player != nullptr);
// Sets this to a junk value different from the player's current chunk, which invalidates it and
// ensures its value will not be used.
m_CachedSentChunk = cChunkCoords(m_Player->GetChunkX() + 500, m_Player->GetChunkZ());
}
bool cClientHandle::CheckBlockInteractionsRate(void)
{
ASSERT(m_Player != nullptr);
@@ -1926,6 +1941,36 @@ void cClientHandle::Tick(float a_Dt)
return;
}
// Freeze the player if it is standing on a chunk not yet sent to the client
{
bool PlayerIsStandingAtASentChunk = false;
// If the chunk is invalid, do not bother checking if it's sent to the client, it is definitely not
if (m_Player->GetParentChunk()->IsValid())
{
// Before iterating m_SentChunks, see if the player's coords equal m_CachedSentChunk
// If so, the chunk has been sent to the client. This is an optimization that saves an iteration of m_SentChunks.
if (cChunkCoords(m_Player->GetChunkX(), m_Player->GetChunkZ()) == m_CachedSentChunk)
{
PlayerIsStandingAtASentChunk = true;
}
else
{
// This block is entered only when the player moves to a new chunk, invalidating the cached coords.
// Otherwise the cached coords are used.
cCSLock Lock(m_CSChunkLists);
auto itr = std::find(m_SentChunks.begin(), m_SentChunks.end(), cChunkCoords(m_Player->GetChunkX(), m_Player->GetChunkZ()));
if (itr != m_SentChunks.end())
{
m_CachedSentChunk = *itr;
PlayerIsStandingAtASentChunk = true;
}
}
}
// The player will freeze itself if it is standing on a chunk not yet sent to the client
m_Player->TickFreezeCode(PlayerIsStandingAtASentChunk);
}
// If the chunk the player's in was just sent, spawn the player:
if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld))
{
@@ -1957,7 +2002,7 @@ void cClientHandle::Tick(float a_Dt)
}
}
// Unload all chunks that are out of the view distance (all 5 seconds)
// Unload all chunks that are out of the view distance (every 5 seconds)
if ((m_Player->GetWorld()->GetWorldAge() % 100) == 0)
{
UnloadOutOfRangeChunks();