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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

@@ -251,36 +251,11 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
// Handle a frozen player
if (m_IsFrozen)
{
m_FreezeCounter += 1;
if (!m_IsManuallyFrozen && a_Chunk.IsValid())
{
// If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded
Unfreeze();
}
else
{
// If the player was externally / manually frozen (plugin, etc.) or if the chunk isn't loaded yet:
// 1. Set the location to m_FrozenPosition every tick.
// 2. Zero out the speed every tick.
// 3. Send location updates every 60 ticks.
SetPosition(m_FrozenPosition);
SetSpeed(0, 0, 0);
if (m_FreezeCounter % 60 == 0)
{
BroadcastMovementUpdate(m_ClientHandle.get());
m_ClientHandle->SendPlayerPosition();
}
return;
}
}
if (!a_Chunk.IsValid())
{
FreezeInternal(GetPosition(), false);
// This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83)
return;
}
ASSERT(a_Chunk.IsValid());
super::Tick(a_Dt, a_Chunk);
// Handle charging the bow:
@@ -339,6 +314,79 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
void cPlayer::TickFreezeCode(bool a_MyChunkIsSent)
{
// This function is ticked by the player's client handle. This ensures it always ticks, even if the player
// is standing in an unloaded chunk, unlike cPlayer::Tick. We need this because the freeze handling code must
// also tick in unloaded chunks.
if (m_IsFrozen)
{
m_FreezeCounter += 1;
if ((!m_IsManuallyFrozen) && (a_MyChunkIsSent))
{
cWorld::cLock Lock(*GetWorld());
// If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded
Unfreeze();
// Pull the player out of any solids that might have loaded on them.
PREPARE_REL_AND_CHUNK(GetPosition(), *(GetParentChunk()));
if (RelSuccess)
{
int NewY = Rel.y;
if (NewY < 0)
{
NewY = 0;
}
while (NewY < cChunkDef::Height - 2)
{
// If we find a position with enough space for the player
if (
(Chunk->GetBlock(Rel.x, NewY, Rel.z) == E_BLOCK_AIR) &&
(Chunk->GetBlock(Rel.x, NewY + 1, Rel.z) == E_BLOCK_AIR)
)
{
// If the found position is not the same as the original
if (NewY != Rel.y)
{
SetPosition(GetPosition().x, NewY, GetPosition().z);
GetClientHandle()->SendPlayerPosition();
}
break;
}
++NewY;
}
}
}
else
{
// If the player was externally / manually frozen (plugin, etc.) or if the chunk isn't loaded yet:
// 1. Set the location to m_FrozenPosition every tick.
// 2. Zero out the speed every tick.
// 3. Send location updates every 60 ticks.
if ((m_FreezeCounter % 60 == 0) || ((m_FrozenPosition - GetPosition()).SqrLength() > 2 * 2))
{
SetPosition(m_FrozenPosition);
SetSpeed(0, 0, 0);
BroadcastMovementUpdate(m_ClientHandle.get());
m_ClientHandle->SendPlayerPosition();
}
return;
}
}
else
{
if (!a_MyChunkIsSent)
{
FreezeInternal(GetPosition(), false);
}
}
}
int cPlayer::CalcLevelFromXp(int a_XpTotal)
{
// level 0 to 15
@@ -1392,6 +1440,7 @@ void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ)))
{
SetPosition(a_PosX, a_PosY, a_PosZ);
FreezeInternal(GetPosition(), false);
m_LastGroundHeight = static_cast<float>(a_PosY);
m_bIsTeleporting = true;
@@ -1746,6 +1795,9 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
return false;
}
// The clienthandle caches the coords of the chunk we're standing at. Invalidate this.
GetClientHandle()->InvalidateCachedSentChunk();
// Prevent further ticking in this world
SetIsTicking(false);
@@ -1757,6 +1809,7 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
// Set position to the new position
SetPosition(a_NewPosition);
FreezeInternal(a_NewPosition, false);
// Stop all mobs from targeting this player
StopEveryoneFromTargetingMe();