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-rw-r--r--source/cClientHandle.cpp74
1 files changed, 36 insertions, 38 deletions
diff --git a/source/cClientHandle.cpp b/source/cClientHandle.cpp
index a939dc786..d966831b9 100644
--- a/source/cClientHandle.cpp
+++ b/source/cClientHandle.cpp
@@ -508,34 +508,6 @@ void cClientHandle::HandleUnexpectedPacket(int a_PacketType)
-void cClientHandle::HandleMoveLookConfirm(double a_PosX, double a_PosY, double a_PosZ)
-{
- Vector3d ReceivedPosition = Vector3d(a_PosX, a_PosY, a_PosZ);
- // LOGD("Received MoveLook confirmation: {%0.2f %0.2f %0.2f}", a_PosX, a_PosY, a_PosZ);
-
- // Test the distance between points with a small/large enough value instead of comparing directly. Floating point inaccuracies might screw stuff up
- double Dist = (ReceivedPosition - m_ConfirmPosition).SqrLength();
- if (Dist < 1.0)
- {
- // Test
- if (ReceivedPosition.Equals(m_ConfirmPosition))
- {
- LOGINFO("Exact position confirmed by client!");
- }
- m_State = csPlaying;
- }
- else
- {
- LOGWARNING("Player \"%s\" sent a weird position confirmation %.2f blocks away, retrying", m_Username.c_str(), Dist);
- m_ConfirmPosition = m_Player->GetPosition();
- SendPlayerMoveLook();
- }
-}
-
-
-
-
-
void cClientHandle::HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem)
{
// This is for creative Inventory changes
@@ -827,18 +799,44 @@ void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_
return;
}
*/
- if (m_State != csPlaying)
+ switch (m_State)
{
- // Ignore this packet unles the player is fully in:
- return;
+ case csPlaying:
+ {
+ m_Player->MoveTo(Vector3d(a_PosX, a_PosY, a_PosZ));
+ m_Player->SetStance (a_Stance);
+ m_Player->SetTouchGround(a_IsOnGround);
+ m_Player->SetRotation (a_Rotation);
+ m_Player->SetPitch (a_Pitch);
+ m_Player->WrapRotation();
+ break;
+ }
+
+ case csDownloadingWorld:
+ {
+ Vector3d ReceivedPosition = Vector3d(a_PosX, a_PosY, a_PosZ);
+ // LOGD("Received MoveLook confirmation: {%0.2f %0.2f %0.2f}", a_PosX, a_PosY, a_PosZ);
+
+ // Test the distance between points with a small/large enough value instead of comparing directly. Floating point inaccuracies might screw stuff up
+ double Dist = (ReceivedPosition - m_ConfirmPosition).SqrLength();
+ if (Dist < 1.0)
+ {
+ // Test
+ if (ReceivedPosition.Equals(m_ConfirmPosition))
+ {
+ LOGINFO("Exact position confirmed by client!");
+ }
+ m_State = csPlaying;
+ }
+ else
+ {
+ LOGWARNING("Player \"%s\" sent a weird position confirmation %.2f blocks away, retrying", m_Username.c_str(), Dist);
+ m_ConfirmPosition = m_Player->GetPosition();
+ SendPlayerMoveLook();
+ }
+ break;
+ }
}
-
- m_Player->MoveTo(Vector3d(a_PosX, a_PosY, a_PosZ));
- m_Player->SetStance (a_Stance);
- m_Player->SetTouchGround(a_IsOnGround);
- m_Player->SetRotation (a_Rotation);
- m_Player->SetPitch (a_Pitch);
- m_Player->WrapRotation();
}