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Fixed food drain bugs

This commit is contained in:
Tiger Wang
2015-07-21 21:25:37 +01:00
parent b5ed23d2a6
commit de2cce9b79
8 changed files with 162 additions and 317 deletions

View File

@@ -20,7 +20,6 @@
#include "ChatColor.h"
#include "Items/ItemHandler.h"
#include "Blocks/BlockHandler.h"
#include "Blocks/BlockSlab.h"
#include "Blocks/BlockBed.h"
#include "Blocks/ChunkInterface.h"
#include "BlockInServerPluginInterface.h"
@@ -760,40 +759,31 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ,
return;
}
/*
// TODO: Invalid stance check
if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
{
LOGD("Invalid stance");
SendPlayerMoveLook();
return;
}
*/
Vector3d NewPosition(a_PosX, a_PosY, a_PosZ);
Vector3d OldPosition = GetPlayer()->GetPosition();
auto PreviousIsOnGround = GetPlayer()->IsOnGround();
// If the player has moved too far, "repair" them:
Vector3d Pos(a_PosX, a_PosY, a_PosZ);
if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100)
if ((OldPosition - NewPosition).SqrLength() > 100 * 100)
{
LOGD("Too far away (%0.2f), \"repairing\" the client", (m_Player->GetPosition() - Pos).Length());
LOGD("Too far away (%0.2f), \"repairing\" the client", (OldPosition - NewPosition).Length());
SendPlayerMoveLook();
return;
}
// If a jump just started, process food exhaustion:
if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround())
{
// we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion
if (!m_Player->IsSwimming())
{
m_Player->GetStatManager().AddValue(statJumps, 1);
m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
}
if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*m_Player, OldPosition, NewPosition))
{
SendPlayerMoveLook();
return;
}
// TODO: should do some checks to see if player is not moving through terrain
// TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
m_Player->MoveTo(Pos);
m_Player->SetPosition(NewPosition);
m_Player->SetStance(a_Stance);
m_Player->SetTouchGround(a_IsOnGround);
m_Player->UpdateMovementStats(NewPosition - OldPosition, PreviousIsOnGround);
}
@@ -1501,8 +1491,8 @@ void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsO
void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround)
{
HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround);
HandlePlayerPos(a_PosX, a_PosY, a_PosZ, a_Stance, a_IsOnGround);
HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround);
}