Improved player freeze code
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4b626e1376
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a431b45641
@ -1946,7 +1946,6 @@ a_Player:OpenWindow(Window);
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GetFoodPoisonedTicksRemaining = { Params = "", Return = "", Notes = "Returns the number of ticks left for the food posoning effect" },
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GetFoodSaturationLevel = { Params = "", Return = "number", Notes = "Returns the food saturation (overcharge of the food level, is depleted before food level)" },
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GetFoodTickTimer = { Params = "", Return = "", Notes = "Returns the number of ticks past the last food-based heal or damage action; when this timer reaches 80, a new heal / damage is applied." },
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GetFrozenDuration = { Params = "", Return = "number", Notes = "Returns the number of ticks since the player was frozen" },
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GetGameMode = { Return = "{{Globals#GameMode|GameMode}}", Notes = "Returns the player's gamemode. The player may have their gamemode unassigned, in which case they inherit the gamemode from the current {{cWorld|world}}.<br /> <b>NOTE:</b> Instead of comparing the value returned by this function to the gmXXX constants, use the IsGameModeXXX() functions. These functions handle the gamemode inheritance automatically."},
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GetIP = { Return = "string", Notes = "Returns the IP address of the player, if available. Returns an empty string if there's no IP to report."},
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GetInventory = { Return = "{{cInventory|Inventory}}", Notes = "Returns the player's inventory"},
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@ -604,7 +604,19 @@ void cChunk::SpawnMobs(cMobSpawner & a_MobSpawner)
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void cChunk::Tick(std::chrono::milliseconds a_Dt)
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{
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m_IsInTick = true;
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// If we are not valid, tick players and bailout
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if (!IsValid())
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{
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for (auto Entity : m_Entities)
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{
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if (Entity->IsPlayer())
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{
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Entity->Tick(a_Dt, *this);
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}
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}
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return;
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}
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BroadcastPendingBlockChanges();
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CheckBlocks();
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@ -668,7 +680,6 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
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} // for itr - m_Entitites[]
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ApplyWeatherToTop();
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m_IsInTick = false;
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}
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@ -502,7 +502,6 @@ private:
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/** If the chunk fails to load, should it be queued in the generator or reset back to invalid? */
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bool m_ShouldGenerateIfLoadFailed;
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bool m_IsInTick; // True if the chunk is executing the tick() method.
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bool m_IsLightValid; // True if the blocklight and skylight are calculated
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bool m_IsDirty; // True if the chunk has changed since it was last saved
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bool m_IsSaving; // True if the chunk is being saved
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@ -2920,8 +2920,9 @@ void cChunkMap::cChunkLayer::Tick(std::chrono::milliseconds a_Dt)
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{
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for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
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{
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// Only tick chunks that are valid and should be ticked:
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if ((m_Chunks[i] != nullptr) && m_Chunks[i]->IsValid() && m_Chunks[i]->ShouldBeTicked())
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// Only tick chunks that should be ticked:
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// Note that chunks that are not IsValid() will only tick players and then bailout
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if ((m_Chunks[i] != nullptr) && m_Chunks[i]->ShouldBeTicked())
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{
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m_Chunks[i]->Tick(a_Dt);
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}
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@ -764,6 +764,12 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ,
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return;
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}
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if (m_Player->IsFrozen())
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{
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// Ignore client-side updates if the player is frozen
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return;
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}
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Vector3d NewPosition(a_PosX, a_PosY, a_PosZ);
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Vector3d OldPosition = GetPlayer()->GetPosition();
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auto PreviousIsOnGround = GetPlayer()->IsOnGround();
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@ -1864,8 +1870,6 @@ void cClientHandle::RemoveFromWorld(void)
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// Here, we set last streamed values to bogus ones so everything is resent
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m_LastStreamedChunkX = 0x7fffffff;
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m_LastStreamedChunkZ = 0x7fffffff;
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m_HasSentPlayerChunk = false;
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}
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@ -1884,6 +1888,15 @@ void cClientHandle::InvalidateCachedSentChunk()
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bool cClientHandle::IsPlayerChunkSent()
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{
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return m_HasSentPlayerChunk;
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}
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bool cClientHandle::CheckBlockInteractionsRate(void)
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{
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ASSERT(m_Player != nullptr);
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@ -1943,8 +1956,9 @@ void cClientHandle::Tick(float a_Dt)
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// Freeze the player if it is standing on a chunk not yet sent to the client
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m_HasSentPlayerChunk = false;
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if (m_Player->GetParentChunk() != nullptr)
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{
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bool PlayerIsStandingAtASentChunk = false;
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// If the chunk is invalid, do not bother checking if it's sent to the client, it is definitely not
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if (m_Player->GetParentChunk()->IsValid())
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{
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@ -1952,7 +1966,7 @@ void cClientHandle::Tick(float a_Dt)
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// If so, the chunk has been sent to the client. This is an optimization that saves an iteration of m_SentChunks.
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if (cChunkCoords(m_Player->GetChunkX(), m_Player->GetChunkZ()) == m_CachedSentChunk)
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{
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PlayerIsStandingAtASentChunk = true;
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m_HasSentPlayerChunk = true;
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}
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else
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{
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@ -1963,12 +1977,10 @@ void cClientHandle::Tick(float a_Dt)
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if (itr != m_SentChunks.end())
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{
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m_CachedSentChunk = *itr;
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PlayerIsStandingAtASentChunk = true;
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m_HasSentPlayerChunk = true;
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}
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}
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}
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// The player will freeze itself if it is standing on a chunk not yet sent to the client
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m_Player->TickFreezeCode(PlayerIsStandingAtASentChunk);
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}
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// If the chunk the player's in was just sent, spawn the player:
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@ -2281,15 +2293,6 @@ void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializ
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cCSLock Lock(m_CSChunkLists);
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m_SentChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
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}
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// If it is the chunk the player's in, make them spawn (in the tick thread):
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if ((m_State == csAuthenticated) || (m_State == csDownloadingWorld))
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{
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if ((a_ChunkX == m_Player->GetChunkX()) && (a_ChunkZ == m_Player->GetChunkZ()))
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{
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m_HasSentPlayerChunk = true;
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}
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}
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}
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@ -365,6 +365,8 @@ public: // tolua_export
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void InvalidateCachedSentChunk();
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bool IsPlayerChunkSent();
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private:
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friend class cServer; // Needs access to SetSelf()
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@ -65,7 +65,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
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m_GameMode(eGameMode_NotSet),
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m_IP(""),
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m_ClientHandle(a_Client),
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m_FreezeCounter(-1),
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m_NormalMaxSpeed(1.0),
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m_SprintingMaxSpeed(1.3),
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m_FlyingMaxSpeed(1.0),
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@ -119,7 +118,7 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
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m_LastGroundHeight = static_cast<float>(GetPosY());
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m_Stance = GetPosY() + 1.62;
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FreezeInternal(GetPosition(), false); // Freeze. Will be unfrozen once the chunk is loaded
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if (m_GameMode == gmNotSet)
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{
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@ -246,13 +245,16 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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ASSERT(!"Player ticked whilst in the process of destruction!");
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}
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m_Stats.AddValue(statMinutesPlayed, 1);
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// Handle a frozen player
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TickFreezeCode();
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if (m_IsFrozen)
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{
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return;
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}
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ASSERT((GetParentChunk() != nullptr) && (GetParentChunk()->IsValid()));
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ASSERT(a_Chunk.IsValid());
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@ -314,18 +316,13 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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void cPlayer::TickFreezeCode(bool a_MyChunkIsSent)
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void cPlayer::TickFreezeCode()
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{
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// This function is ticked by the player's client handle. This ensures it always ticks, even if the player
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// is standing in an unloaded chunk, unlike cPlayer::Tick. We need this because the freeze handling code must
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// also tick in unloaded chunks.
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if (m_IsFrozen)
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{
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m_FreezeCounter += 1;
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if ((!m_IsManuallyFrozen) && (a_MyChunkIsSent))
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if ((!m_IsManuallyFrozen) && (GetClientHandle()->IsPlayerChunkSent()))
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{
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cWorld::cLock Lock(*GetWorld());
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// If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded
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// If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded and sent
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Unfreeze();
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// Pull the player out of any solids that might have loaded on them.
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@ -357,26 +354,16 @@ void cPlayer::TickFreezeCode(bool a_MyChunkIsSent)
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}
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}
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}
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else
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else if (GetWorld()->GetWorldAge() % 4096 == 0)
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{
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// If the player was externally / manually frozen (plugin, etc.) or if the chunk isn't loaded yet:
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// 1. Set the location to m_FrozenPosition every tick.
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// 2. Zero out the speed every tick.
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// 3. Send location updates every 60 ticks.
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if ((m_FreezeCounter % 60 == 0) || ((m_FrozenPosition - GetPosition()).SqrLength() > 2 * 2))
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{
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SetPosition(m_FrozenPosition);
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SetSpeed(0, 0, 0);
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BroadcastMovementUpdate(m_ClientHandle.get());
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m_ClientHandle->SendPlayerPosition();
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}
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return;
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// Despite the client side freeze, the player may be able to move a little by
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// Jumping or canceling flight. Re-freeze every now and then
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FreezeInternal(GetPosition(), m_IsManuallyFrozen);
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}
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}
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else
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{
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if (!a_MyChunkIsSent)
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if (!GetClientHandle()->IsPlayerChunkSent())
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{
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FreezeInternal(GetPosition(), false);
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}
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@ -772,8 +759,9 @@ double cPlayer::GetMaxSpeed(void) const
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void cPlayer::SetNormalMaxSpeed(double a_Speed)
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{
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m_NormalMaxSpeed = a_Speed;
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if (!m_IsSprinting && !m_IsFlying)
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if (!m_IsSprinting && !m_IsFlying && !m_IsFrozen)
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{
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// If we are frozen, we do not send this yet. We send when unfreeze() is called
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m_ClientHandle->SendPlayerMaxSpeed();
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}
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}
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@ -785,8 +773,9 @@ void cPlayer::SetNormalMaxSpeed(double a_Speed)
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void cPlayer::SetSprintingMaxSpeed(double a_Speed)
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{
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m_SprintingMaxSpeed = a_Speed;
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if (m_IsSprinting && !m_IsFlying)
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if (m_IsSprinting && !m_IsFlying && !m_IsFrozen)
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{
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// If we are frozen, we do not send this yet. We send when unfreeze() is called
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m_ClientHandle->SendPlayerMaxSpeed();
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}
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}
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@ -800,7 +789,11 @@ void cPlayer::SetFlyingMaxSpeed(double a_Speed)
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m_FlyingMaxSpeed = a_Speed;
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// Update the flying speed, always:
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m_ClientHandle->SendPlayerAbilities();
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if (!m_IsFrozen)
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{
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// If we are frozen, we do not send this yet. We send when unfreeze() is called
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m_ClientHandle->SendPlayerAbilities();
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}
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}
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@ -907,7 +900,11 @@ void cPlayer::SetFlying(bool a_IsFlying)
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}
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m_IsFlying = a_IsFlying;
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m_ClientHandle->SendPlayerAbilities();
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if (!m_IsFrozen)
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{
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// If we are frozen, we do not send this yet. We send when unfreeze() is called
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m_ClientHandle->SendPlayerAbilities();
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}
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}
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@ -1471,22 +1468,14 @@ bool cPlayer::IsFrozen()
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int cPlayer::GetFrozenDuration()
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{
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return m_FreezeCounter;
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}
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void cPlayer::Unfreeze()
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{
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m_FreezeCounter = -1;
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GetClientHandle()->SendPlayerAbilities();
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GetClientHandle()->SendPlayerMaxSpeed();
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m_IsFrozen = false;
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SetPosition(m_FrozenPosition);
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BroadcastMovementUpdate(m_ClientHandle.get());
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m_ClientHandle->SendPlayerPosition();
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BroadcastMovementUpdate(GetClientHandle());
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GetClientHandle()->SendPlayerPosition();
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}
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@ -1545,8 +1534,12 @@ void cPlayer::ForceSetSpeed(const Vector3d & a_Speed)
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void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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{
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if (m_IsFrozen)
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{
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// Do not set speed to a frozen client
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return;
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}
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super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
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// Send the speed to the client so he actualy moves
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m_ClientHandle->SendEntityVelocity(*this);
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}
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@ -1768,9 +1761,33 @@ void cPlayer::TossItems(const cItems & a_Items)
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void cPlayer::FreezeInternal(const Vector3d & a_Location, bool a_ManuallyFrozen)
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{
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SetSpeed(0, 0, 0);
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SetPosition(a_Location);
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m_IsFrozen = true;
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m_FrozenPosition = a_Location;
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m_IsManuallyFrozen = a_ManuallyFrozen;
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double NormalMaxSpeed = GetNormalMaxSpeed();
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double SprintMaxSpeed = GetSprintingMaxSpeed();
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double FlyingMaxpeed = GetFlyingMaxSpeed();
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bool IsFlying = m_IsFlying;
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// Set the client-side speed to 0
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m_NormalMaxSpeed = 0;
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m_SprintingMaxSpeed = 0;
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m_FlyingMaxSpeed = 0;
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m_IsFlying = true;
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// Send the client its fake speed and max speed of 0
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GetClientHandle()->SendPlayerMoveLook();
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GetClientHandle()->SendPlayerAbilities();
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GetClientHandle()->SendPlayerMaxSpeed();
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GetClientHandle()->SendEntityVelocity(*this);
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// Keep the server side speed variables as they were in the first place
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m_NormalMaxSpeed = NormalMaxSpeed;
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m_SprintingMaxSpeed = SprintMaxSpeed;
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m_FlyingMaxSpeed = FlyingMaxpeed;
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m_IsFlying = IsFlying;
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}
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@ -50,7 +50,7 @@ public:
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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void TickFreezeCode(bool a_MyChunkIsSent);
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void TickFreezeCode();
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virtual void HandlePhysics(std::chrono::milliseconds a_Dt, cChunk &) override { UNUSED(a_Dt); }
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@ -148,9 +148,6 @@ public:
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/** Is the player frozen? */
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bool IsFrozen();
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/** How long has the player been frozen? */
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int GetFrozenDuration();
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/** Cancels Freeze(...) and allows the player to move naturally. */
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void Unfreeze();
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@ -605,15 +602,9 @@ protected:
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cSlotNums m_InventoryPaintSlots;
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/** if m_IsFrozen is true, we lock m_Location to this position. */
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Vector3d m_FrozenPosition;
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/** If true, we are locking m_Position to m_FrozenPosition. */
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bool m_IsFrozen;
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/** */
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int m_FreezeCounter;
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/** Was the player frozen manually by a plugin or automatically by the server? */
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bool m_IsManuallyFrozen;
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