Improve cPlayer::DoMoveToWorld (#3113)
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@ -603,7 +603,6 @@ void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunk
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// Removes the client from all chunks. Used when switching worlds or destroying the player
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void cClientHandle::RemoveFromAllChunks()
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{
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cWorld * World = m_Player->GetWorld();
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@ -125,7 +125,8 @@ public: // tolua_export
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/** Remove all loaded chunks that are no longer in range */
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void UnloadOutOfRangeChunks(void);
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// Removes the client from all chunks. Used when switching worlds or destroying the player
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/** Removes the client from all chunks. Used when destroying the player.
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When switching worlds, RemoveFromWorld does this function's job so it isn't called. */
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void RemoveFromAllChunks(void);
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inline bool IsLoggedIn(void) const { return (m_State >= csAuthenticating); }
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@ -1780,64 +1780,71 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
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return false;
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}
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// Ask the plugins if the player is allowed to changing the world
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// Ask the plugins if the player is allowed to change the world
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if (cRoot::Get()->GetPluginManager()->CallHookEntityChangingWorld(*this, *a_World))
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{
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// A Plugin doesn't allow the player to changing the world
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// A Plugin doesn't allow the player to change the world
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return false;
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}
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// The clienthandle caches the coords of the chunk we're standing at. Invalidate this.
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GetClientHandle()->InvalidateCachedSentChunk();
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// Prevent further ticking in this world
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SetIsTicking(false);
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// Tell others we are gone
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GetWorld()->BroadcastDestroyEntity(*this);
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// Remove player from world
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GetWorld()->RemovePlayer(this, false);
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// Set position to the new position
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SetPosition(a_NewPosition);
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FreezeInternal(a_NewPosition, false);
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// Stop all mobs from targeting this player
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StopEveryoneFromTargetingMe();
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// Send the respawn packet:
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if (a_ShouldSendRespawn && (m_ClientHandle != nullptr))
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GetWorld()->QueueTask([this, a_World, a_ShouldSendRespawn, a_NewPosition](cWorld & a_OldWorld)
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{
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m_ClientHandle->SendRespawn(a_World->GetDimension());
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}
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// The clienthandle caches the coords of the chunk we're standing at. Invalidate this.
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GetClientHandle()->InvalidateCachedSentChunk();
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// Update the view distance.
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m_ClientHandle->SetViewDistance(m_ClientHandle->GetRequestedViewDistance());
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// Prevent further ticking in this world
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SetIsTicking(false);
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// Send current weather of target world to player
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if (a_World->GetDimension() == dimOverworld)
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{
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m_ClientHandle->SendWeather(a_World->GetWeather());
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}
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// Tell others we are gone
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GetWorld()->BroadcastDestroyEntity(*this);
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// Broadcast the player into the new world.
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a_World->BroadcastSpawnEntity(*this);
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// Remove player from world
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GetWorld()->RemovePlayer(this, false);
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// Set position to the new position
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SetPosition(a_NewPosition);
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FreezeInternal(a_NewPosition, false);
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// Stop all mobs from targeting this player
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StopEveryoneFromTargetingMe();
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cClientHandle * ch = this->GetClientHandle();
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if (ch != nullptr)
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{
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// Send the respawn packet:
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if (a_ShouldSendRespawn)
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{
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m_ClientHandle->SendRespawn(a_World->GetDimension());
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}
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// Update the view distance.
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ch->SetViewDistance(m_ClientHandle->GetRequestedViewDistance());
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// Send current weather of target world to player
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if (a_World->GetDimension() == dimOverworld)
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{
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ch->SendWeather(a_World->GetWeather());
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}
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}
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// Broadcast the player into the new world.
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a_World->BroadcastSpawnEntity(*this);
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// Queue add to new world and removal from the old one
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SetWorld(a_World); // Chunks may be streamed before cWorld::AddPlayer() sets the world to the new value
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cChunk * ParentChunk = this->GetParentChunk();
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// Queue add to new world and removal from the old one
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cChunk * ParentChunk = GetParentChunk();
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cWorld * OldWorld = GetWorld();
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SetWorld(a_World); // Chunks may be streamed before cWorld::AddPlayer() sets the world to the new value
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OldWorld->QueueTask([this, ParentChunk, a_World](cWorld & a_OldWorld)
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{
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LOGD("Warping player \"%s\" from world \"%s\" to \"%s\". Source chunk: (%d, %d) ",
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this->GetName().c_str(),
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a_OldWorld.GetName().c_str(), a_World->GetName().c_str(),
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ParentChunk->GetPosX(), ParentChunk->GetPosZ()
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);
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ParentChunk->RemoveEntity(this);
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a_World->AddPlayer(this, &a_OldWorld); // New world will appropriate and announce client at his next tick
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a_World->AddPlayer(this, &a_OldWorld); // New world will take over and announce client at its next tick
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});
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return true;
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}
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