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authorLogicParrot <LogicParrot@users.noreply.github.com>2016-04-05 13:47:16 +0200
committerLogicParrot <LogicParrot@users.noreply.github.com>2016-04-05 13:47:16 +0200
commita6b0c74f79dc6654b67b20c5c77965dccc044412 (patch)
tree555e9d4c2a7c337df931bea567f47d0aef0c6fd8 /src/Entities/Player.cpp
parentMerge pull request #3121 from LogicParrot/loops (diff)
parentImproved player freeze code (diff)
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Diffstat (limited to '')
-rw-r--r--src/Entities/Player.cpp105
1 files changed, 61 insertions, 44 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index f4e7eee44..83f134bf5 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -65,7 +65,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
m_GameMode(eGameMode_NotSet),
m_IP(""),
m_ClientHandle(a_Client),
- m_FreezeCounter(-1),
m_NormalMaxSpeed(1.0),
m_SprintingMaxSpeed(1.3),
m_FlyingMaxSpeed(1.0),
@@ -119,7 +118,7 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
m_LastGroundHeight = static_cast<float>(GetPosY());
m_Stance = GetPosY() + 1.62;
- FreezeInternal(GetPosition(), false); // Freeze. Will be unfrozen once the chunk is loaded
+
if (m_GameMode == gmNotSet)
{
@@ -246,13 +245,16 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
ASSERT(!"Player ticked whilst in the process of destruction!");
}
+
m_Stats.AddValue(statMinutesPlayed, 1);
// Handle a frozen player
+ TickFreezeCode();
if (m_IsFrozen)
{
return;
}
+ ASSERT((GetParentChunk() != nullptr) && (GetParentChunk()->IsValid()));
ASSERT(a_Chunk.IsValid());
@@ -314,18 +316,13 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
-void cPlayer::TickFreezeCode(bool a_MyChunkIsSent)
+void cPlayer::TickFreezeCode()
{
- // 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))
+ if ((!m_IsManuallyFrozen) && (GetClientHandle()->IsPlayerChunkSent()))
{
- cWorld::cLock Lock(*GetWorld());
- // If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded
+ // If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded and sent
Unfreeze();
// Pull the player out of any solids that might have loaded on them.
@@ -357,26 +354,16 @@ void cPlayer::TickFreezeCode(bool a_MyChunkIsSent)
}
}
}
- else
+ else if (GetWorld()->GetWorldAge() % 4096 == 0)
{
- // 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;
+ // Despite the client side freeze, the player may be able to move a little by
+ // Jumping or canceling flight. Re-freeze every now and then
+ FreezeInternal(GetPosition(), m_IsManuallyFrozen);
}
}
else
{
- if (!a_MyChunkIsSent)
+ if (!GetClientHandle()->IsPlayerChunkSent())
{
FreezeInternal(GetPosition(), false);
}
@@ -772,8 +759,9 @@ double cPlayer::GetMaxSpeed(void) const
void cPlayer::SetNormalMaxSpeed(double a_Speed)
{
m_NormalMaxSpeed = a_Speed;
- if (!m_IsSprinting && !m_IsFlying)
+ if (!m_IsSprinting && !m_IsFlying && !m_IsFrozen)
{
+ // If we are frozen, we do not send this yet. We send when unfreeze() is called
m_ClientHandle->SendPlayerMaxSpeed();
}
}
@@ -785,8 +773,9 @@ void cPlayer::SetNormalMaxSpeed(double a_Speed)
void cPlayer::SetSprintingMaxSpeed(double a_Speed)
{
m_SprintingMaxSpeed = a_Speed;
- if (m_IsSprinting && !m_IsFlying)
+ if (m_IsSprinting && !m_IsFlying && !m_IsFrozen)
{
+ // If we are frozen, we do not send this yet. We send when unfreeze() is called
m_ClientHandle->SendPlayerMaxSpeed();
}
}
@@ -800,7 +789,11 @@ void cPlayer::SetFlyingMaxSpeed(double a_Speed)
m_FlyingMaxSpeed = a_Speed;
// Update the flying speed, always:
- m_ClientHandle->SendPlayerAbilities();
+ if (!m_IsFrozen)
+ {
+ // If we are frozen, we do not send this yet. We send when unfreeze() is called
+ m_ClientHandle->SendPlayerAbilities();
+ }
}
@@ -907,7 +900,11 @@ void cPlayer::SetFlying(bool a_IsFlying)
}
m_IsFlying = a_IsFlying;
- m_ClientHandle->SendPlayerAbilities();
+ if (!m_IsFrozen)
+ {
+ // If we are frozen, we do not send this yet. We send when unfreeze() is called
+ m_ClientHandle->SendPlayerAbilities();
+ }
}
@@ -1471,22 +1468,14 @@ bool cPlayer::IsFrozen()
-int cPlayer::GetFrozenDuration()
-{
- return m_FreezeCounter;
-}
-
-
-
-
-
void cPlayer::Unfreeze()
{
- m_FreezeCounter = -1;
+ GetClientHandle()->SendPlayerAbilities();
+ GetClientHandle()->SendPlayerMaxSpeed();
+
m_IsFrozen = false;
- SetPosition(m_FrozenPosition);
- BroadcastMovementUpdate(m_ClientHandle.get());
- m_ClientHandle->SendPlayerPosition();
+ BroadcastMovementUpdate(GetClientHandle());
+ GetClientHandle()->SendPlayerPosition();
}
@@ -1545,8 +1534,12 @@ void cPlayer::ForceSetSpeed(const Vector3d & a_Speed)
void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
+ if (m_IsFrozen)
+ {
+ // Do not set speed to a frozen client
+ return;
+ }
super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
-
// Send the speed to the client so he actualy moves
m_ClientHandle->SendEntityVelocity(*this);
}
@@ -1768,9 +1761,33 @@ void cPlayer::TossItems(const cItems & a_Items)
void cPlayer::FreezeInternal(const Vector3d & a_Location, bool a_ManuallyFrozen)
{
+ SetSpeed(0, 0, 0);
+ SetPosition(a_Location);
m_IsFrozen = true;
- m_FrozenPosition = a_Location;
m_IsManuallyFrozen = a_ManuallyFrozen;
+
+ double NormalMaxSpeed = GetNormalMaxSpeed();
+ double SprintMaxSpeed = GetSprintingMaxSpeed();
+ double FlyingMaxpeed = GetFlyingMaxSpeed();
+ bool IsFlying = m_IsFlying;
+
+ // Set the client-side speed to 0
+ m_NormalMaxSpeed = 0;
+ m_SprintingMaxSpeed = 0;
+ m_FlyingMaxSpeed = 0;
+ m_IsFlying = true;
+
+ // Send the client its fake speed and max speed of 0
+ GetClientHandle()->SendPlayerMoveLook();
+ GetClientHandle()->SendPlayerAbilities();
+ GetClientHandle()->SendPlayerMaxSpeed();
+ GetClientHandle()->SendEntityVelocity(*this);
+
+ // Keep the server side speed variables as they were in the first place
+ m_NormalMaxSpeed = NormalMaxSpeed;
+ m_SprintingMaxSpeed = SprintMaxSpeed;
+ m_FlyingMaxSpeed = FlyingMaxpeed;
+ m_IsFlying = IsFlying;
}