parent
5f72cdac38
commit
e11f41d048
@ -40,9 +40,6 @@
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/** Maximum number of block change interactions a player can perform per tick - exceeding this causes a kick */
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#define MAX_BLOCK_CHANGE_INTERACTIONS 20
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/** How many ticks before the socket is closed after the client is destroyed (#31) */
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static const int TICKS_BEFORE_CLOSE = 20;
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@ -79,7 +76,6 @@ cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance) :
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m_PingID(1),
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m_BlockDigAnimStage(-1),
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m_HasStartedDigging(false),
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m_TicksSinceDestruction(0),
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m_State(csConnected),
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m_ShouldCheckDownloaded(false),
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m_NumExplosionsThisTick(0),
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@ -104,7 +100,7 @@ cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance) :
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cClientHandle::~cClientHandle()
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{
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ASSERT(m_State >= csDestroyedWaiting); // Has Destroy() been called?
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ASSERT(m_State == csDestroyed); // Has Destroy() been called?
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LOGD("Deleting client \"%s\" at %p", GetUsername().c_str(), this);
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@ -169,7 +165,7 @@ void cClientHandle::Destroy(void)
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RemoveFromAllChunks();
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m_Player->GetWorld()->RemoveClientFromChunkSender(this);
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}
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m_State = csDestroyedWaiting;
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m_State = csDestroyed;
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}
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@ -1824,17 +1820,6 @@ bool cClientHandle::CheckBlockInteractionsRate(void)
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void cClientHandle::Tick(float a_Dt)
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{
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// Handle clients that are waiting for final close while destroyed:
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if (m_State == csDestroyedWaiting)
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{
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m_TicksSinceDestruction += 1; // This field is misused for the timeout counting
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if (m_TicksSinceDestruction > TICKS_BEFORE_CLOSE)
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{
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m_State = csDestroyed;
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}
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return;
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}
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// Process received network data:
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AString IncomingData;
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{
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@ -1901,14 +1886,6 @@ void cClientHandle::Tick(float a_Dt)
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void cClientHandle::ServerTick(float a_Dt)
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{
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// Handle clients that are waiting for final close while destroyed:
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if (m_State == csDestroyedWaiting)
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{
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// Do not wait while the client is not in the world, simply cut them off.
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m_State = csDestroyed;
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return;
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}
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// Process received network data:
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AString IncomingData;
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{
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@ -326,9 +326,6 @@ private:
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int m_LastDigBlockY;
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int m_LastDigBlockZ;
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/** Used while csDestroyedWaiting for counting the ticks until the connection is closed */
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int m_TicksSinceDestruction;
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enum eState
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{
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csConnected, ///< The client has just connected, waiting for their handshake / login
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@ -338,7 +335,6 @@ private:
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csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back
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csPlaying, ///< Normal gameplay
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csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks
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csDestroyedWaiting, ///< The client has been destroyed, but is still kept so that the Kick packet is delivered (#31)
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csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
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// TODO: Add Kicking here as well
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