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Protocol Spawn Position Should Use LastSentPosition (#3929)

+ Added GetLastSentPos

* Fixed spawn position bug in 1.8.
This commit is contained in:
Lane Kolbly 2017-08-30 09:01:33 -05:00 committed by Tiger Wang
parent 84941bcc9f
commit 5d64451f74
3 changed files with 36 additions and 24 deletions

View File

@ -306,6 +306,10 @@ public:
/** Exported in ManualBindings */
const Vector3d & GetSpeed(void) const { return m_Speed; }
/** Returns the last position we sent to all the clients. Use this to
initialize clients with our position. */
Vector3d GetLastSentPos(void) const { return m_LastSentPosition; }
/** Destroy the entity without scheduling memory freeing. This should only be used by cChunk or cClientHandle for internal memory management. */
void DestroyNoScheduling(bool a_ShouldBroadcast);

View File

@ -1077,9 +1077,10 @@ void cProtocol_1_8_0::SendPlayerSpawn(const cPlayer & a_Player)
cPacketizer Pkt(*this, 0x0c); // Spawn Player packet
Pkt.WriteVarInt32(a_Player.GetUniqueID());
Pkt.WriteUUID(a_Player.GetUUID());
Pkt.WriteFPInt(a_Player.GetPosX());
Pkt.WriteFPInt(a_Player.GetPosY() + 0.001); // The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
Pkt.WriteFPInt(a_Player.GetPosZ());
Vector3d LastSentPos = a_Player.GetLastSentPos();
Pkt.WriteFPInt(LastSentPos.x);
Pkt.WriteFPInt(LastSentPos.y + 0.001); // The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
Pkt.WriteFPInt(LastSentPos.z);
Pkt.WriteByteAngle(a_Player.GetYaw());
Pkt.WriteByteAngle(a_Player.GetPitch());
short ItemType = a_Player.GetEquippedItem().IsEmpty() ? 0 : a_Player.GetEquippedItem().m_ItemType;
@ -1314,9 +1315,10 @@ void cProtocol_1_8_0::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock
cPacketizer Pkt(*this, 0x0e); // Spawn Object packet
Pkt.WriteVarInt32(a_FallingBlock.GetUniqueID());
Pkt.WriteBEUInt8(70); // Falling block
Pkt.WriteFPInt(a_FallingBlock.GetPosX());
Pkt.WriteFPInt(a_FallingBlock.GetPosY());
Pkt.WriteFPInt(a_FallingBlock.GetPosZ());
Vector3d LastSentPos = a_FallingBlock.GetLastSentPos();
Pkt.WriteFPInt(LastSentPos.x);
Pkt.WriteFPInt(LastSentPos.y);
Pkt.WriteFPInt(LastSentPos.z);
Pkt.WriteByteAngle(a_FallingBlock.GetYaw());
Pkt.WriteByteAngle(a_FallingBlock.GetPitch());
Pkt.WriteBEInt32(static_cast<Int32>(a_FallingBlock.GetBlockType()) | (static_cast<Int32>(a_FallingBlock.GetBlockMeta()) << 12));
@ -1336,9 +1338,10 @@ void cProtocol_1_8_0::SendSpawnMob(const cMonster & a_Mob)
cPacketizer Pkt(*this, 0x0f); // Spawn Mob packet
Pkt.WriteVarInt32(a_Mob.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<Byte>(a_Mob.GetMobType()));
Pkt.WriteFPInt(a_Mob.GetPosX());
Pkt.WriteFPInt(a_Mob.GetPosY());
Pkt.WriteFPInt(a_Mob.GetPosZ());
Vector3d LastSentPos = a_Mob.GetLastSentPos();
Pkt.WriteFPInt(LastSentPos.x);
Pkt.WriteFPInt(LastSentPos.y);
Pkt.WriteFPInt(LastSentPos.z);
Pkt.WriteByteAngle(a_Mob.GetPitch());
Pkt.WriteByteAngle(a_Mob.GetHeadYaw());
Pkt.WriteByteAngle(a_Mob.GetYaw());
@ -1392,9 +1395,10 @@ void cProtocol_1_8_0::SendSpawnVehicle(const cEntity & a_Vehicle, char a_Vehicle
cPacketizer Pkt(*this, 0xe); // Spawn Object packet
Pkt.WriteVarInt32(a_Vehicle.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<UInt8>(a_VehicleType));
Pkt.WriteFPInt(a_Vehicle.GetPosX());
Pkt.WriteFPInt(a_Vehicle.GetPosY());
Pkt.WriteFPInt(a_Vehicle.GetPosZ());
Vector3d LastSentPos = a_Vehicle.GetLastSentPos();
Pkt.WriteFPInt(LastSentPos.x);
Pkt.WriteFPInt(LastSentPos.y);
Pkt.WriteFPInt(LastSentPos.z);
Pkt.WriteByteAngle(a_Vehicle.GetPitch());
Pkt.WriteByteAngle(a_Vehicle.GetYaw());
Pkt.WriteBEInt32(a_VehicleSubType);

View File

@ -1124,9 +1124,10 @@ void cProtocol_1_9_0::SendPlayerSpawn(const cPlayer & a_Player)
cPacketizer Pkt(*this, 0x05); // Spawn Player packet
Pkt.WriteVarInt32(a_Player.GetUniqueID());
Pkt.WriteUUID(a_Player.GetUUID());
Pkt.WriteBEDouble(a_Player.GetPosX());
Pkt.WriteBEDouble(a_Player.GetPosY() + 0.001); // The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
Pkt.WriteBEDouble(a_Player.GetPosZ());
Vector3d LastSentPos = a_Player.GetLastSentPos();
Pkt.WriteBEDouble(LastSentPos.x);
Pkt.WriteBEDouble(LastSentPos.y + 0.001); // The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
Pkt.WriteBEDouble(LastSentPos.z);
Pkt.WriteByteAngle(a_Player.GetYaw());
Pkt.WriteByteAngle(a_Player.GetPitch());
WriteEntityMetadata(Pkt, a_Player);
@ -1359,9 +1360,10 @@ void cProtocol_1_9_0::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock
Pkt.WriteBEUInt64(0);
Pkt.WriteBEUInt64(a_FallingBlock.GetUniqueID());
Pkt.WriteBEUInt8(70); // Falling block
Pkt.WriteBEDouble(a_FallingBlock.GetPosX());
Pkt.WriteBEDouble(a_FallingBlock.GetPosY());
Pkt.WriteBEDouble(a_FallingBlock.GetPosZ());
Vector3d LastSentPos = a_FallingBlock.GetLastSentPos();
Pkt.WriteBEDouble(LastSentPos.x);
Pkt.WriteBEDouble(LastSentPos.y);
Pkt.WriteBEDouble(LastSentPos.z);
Pkt.WriteByteAngle(a_FallingBlock.GetYaw());
Pkt.WriteByteAngle(a_FallingBlock.GetPitch());
Pkt.WriteBEInt32(static_cast<Int32>(a_FallingBlock.GetBlockType()) | (static_cast<Int32>(a_FallingBlock.GetBlockMeta()) << 12));
@ -1384,9 +1386,10 @@ void cProtocol_1_9_0::SendSpawnMob(const cMonster & a_Mob)
Pkt.WriteBEUInt64(0);
Pkt.WriteBEUInt64(a_Mob.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<Byte>(a_Mob.GetMobType()));
Pkt.WriteBEDouble(a_Mob.GetPosX());
Pkt.WriteBEDouble(a_Mob.GetPosY());
Pkt.WriteBEDouble(a_Mob.GetPosZ());
Vector3d LastSentPos = a_Mob.GetLastSentPos();
Pkt.WriteBEDouble(LastSentPos.x);
Pkt.WriteBEDouble(LastSentPos.y);
Pkt.WriteBEDouble(LastSentPos.z);
Pkt.WriteByteAngle(a_Mob.GetPitch());
Pkt.WriteByteAngle(a_Mob.GetHeadYaw());
Pkt.WriteByteAngle(a_Mob.GetYaw());
@ -1443,9 +1446,10 @@ void cProtocol_1_9_0::SendSpawnVehicle(const cEntity & a_Vehicle, char a_Vehicle
Pkt.WriteBEUInt64(0);
Pkt.WriteBEUInt64(a_Vehicle.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<UInt8>(a_VehicleType));
Pkt.WriteBEDouble(a_Vehicle.GetPosX());
Pkt.WriteBEDouble(a_Vehicle.GetPosY());
Pkt.WriteBEDouble(a_Vehicle.GetPosZ());
Vector3d LastSentPos = a_Vehicle.GetLastSentPos();
Pkt.WriteBEDouble(LastSentPos.x);
Pkt.WriteBEDouble(LastSentPos.y);
Pkt.WriteBEDouble(LastSentPos.z);
Pkt.WriteByteAngle(a_Vehicle.GetPitch());
Pkt.WriteByteAngle(a_Vehicle.GetYaw());
Pkt.WriteBEInt32(a_VehicleSubType);