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Players never fall through unloaded chunks or end up inside solids on teleport

This commit is contained in:
LogicParrot 2016-03-27 20:43:30 +03:00
parent 6b1856f226
commit dd0ce3287f
5 changed files with 138 additions and 29 deletions

View File

@ -638,13 +638,13 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
}
// Do not move mobs that are detached from the world to neighbors. They're either scheduled for teleportation or for removal.
// Because the schedulded destruction is going to look for them in this chunk. See cEntity::destroy.
if (!(*itr)->IsTicking())
{
++itr;
continue;
}
// Because the schedulded destruction is going to look for them in this chunk. See cEntity::destroy.
if ((((*itr)->GetChunkX() != m_PosX) ||
((*itr)->GetChunkZ() != m_PosZ))
)

View File

@ -3,6 +3,7 @@
#include "ClientHandle.h"
#include "Server.h"
#include "World.h"
#include "Chunk.h"
#include "Entities/Pickup.h"
#include "Bindings/PluginManager.h"
#include "Entities/Player.h"
@ -65,6 +66,7 @@ cClientHandle::cClientHandle(const AString & a_IPString, int a_ViewDistance) :
m_RequestedViewDistance(a_ViewDistance),
m_IPString(a_IPString),
m_Player(nullptr),
m_CachedSentChunk(0, 0),
m_HasSentDC(false),
m_LastStreamedChunkX(0x7fffffff), // bogus chunk coords to force streaming upon login
m_LastStreamedChunkZ(0x7fffffff),
@ -336,6 +338,7 @@ void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID,
// Spawn player (only serversided, so data is loaded)
m_Player = new cPlayer(m_Self, GetUsername());
InvalidateCachedSentChunk();
m_Self.reset();
cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
@ -1869,6 +1872,18 @@ void cClientHandle::RemoveFromWorld(void)
void cClientHandle::InvalidateCachedSentChunk()
{
ASSERT(m_Player != nullptr);
// Sets this to a junk value different from the player's current chunk, which invalidates it and
// ensures its value will not be used.
m_CachedSentChunk = cChunkCoords(m_Player->GetChunkX() + 500, m_Player->GetChunkZ());
}
bool cClientHandle::CheckBlockInteractionsRate(void)
{
ASSERT(m_Player != nullptr);
@ -1926,6 +1941,36 @@ void cClientHandle::Tick(float a_Dt)
return;
}
// Freeze the player if it is standing on a chunk not yet sent to the client
{
bool PlayerIsStandingAtASentChunk = false;
// If the chunk is invalid, do not bother checking if it's sent to the client, it is definitely not
if (m_Player->GetParentChunk()->IsValid())
{
// Before iterating m_SentChunks, see if the player's coords equal m_CachedSentChunk
// If so, the chunk has been sent to the client. This is an optimization that saves an iteration of m_SentChunks.
if (cChunkCoords(m_Player->GetChunkX(), m_Player->GetChunkZ()) == m_CachedSentChunk)
{
PlayerIsStandingAtASentChunk = true;
}
else
{
// This block is entered only when the player moves to a new chunk, invalidating the cached coords.
// Otherwise the cached coords are used.
cCSLock Lock(m_CSChunkLists);
auto itr = std::find(m_SentChunks.begin(), m_SentChunks.end(), cChunkCoords(m_Player->GetChunkX(), m_Player->GetChunkZ()));
if (itr != m_SentChunks.end())
{
m_CachedSentChunk = *itr;
PlayerIsStandingAtASentChunk = true;
}
}
}
// The player will freeze itself if it is standing on a chunk not yet sent to the client
m_Player->TickFreezeCode(PlayerIsStandingAtASentChunk);
}
// If the chunk the player's in was just sent, spawn the player:
if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld))
{
@ -1957,7 +2002,7 @@ void cClientHandle::Tick(float a_Dt)
}
}
// Unload all chunks that are out of the view distance (all 5 seconds)
// Unload all chunks that are out of the view distance (every 5 seconds)
if ((m_Player->GetWorld()->GetWorldAge() % 100) == 0)
{
UnloadOutOfRangeChunks();

View File

@ -363,6 +363,8 @@ public: // tolua_export
/** Returns the protocol version number of the protocol that the client is talking. Returns zero if the protocol version is not (yet) known. */
UInt32 GetProtocolVersion(void) const { return m_ProtocolVersion; } // tolua_export
void InvalidateCachedSentChunk();
private:
friend class cServer; // Needs access to SetSelf()
@ -408,6 +410,13 @@ private:
cPlayer * m_Player;
/** This is an optimization which saves you an iteration of m_SentChunks if you just want to know
whether or not the player is standing at a sent chunk.
If this is equal to the coordinates of the chunk the player is currrently standing at, then this must be a sent chunk
and a member of m_SentChunks.
Otherwise, this contains an arbitrary value which should not be used. */
cChunkCoords m_CachedSentChunk;
bool m_HasSentDC; ///< True if a Disconnect packet has been sent in either direction
// Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk

View File

@ -251,36 +251,11 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
// Handle a frozen player
if (m_IsFrozen)
{
m_FreezeCounter += 1;
if (!m_IsManuallyFrozen && a_Chunk.IsValid())
{
// If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded
Unfreeze();
}
else
{
// If the player was externally / manually frozen (plugin, etc.) or if the chunk isn't loaded yet:
// 1. Set the location to m_FrozenPosition every tick.
// 2. Zero out the speed every tick.
// 3. Send location updates every 60 ticks.
SetPosition(m_FrozenPosition);
SetSpeed(0, 0, 0);
if (m_FreezeCounter % 60 == 0)
{
BroadcastMovementUpdate(m_ClientHandle.get());
m_ClientHandle->SendPlayerPosition();
}
return;
}
}
if (!a_Chunk.IsValid())
{
FreezeInternal(GetPosition(), false);
// This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83)
return;
}
ASSERT(a_Chunk.IsValid());
super::Tick(a_Dt, a_Chunk);
// Handle charging the bow:
@ -339,6 +314,79 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
void cPlayer::TickFreezeCode(bool a_MyChunkIsSent)
{
// This function is ticked by the player's client handle. This ensures it always ticks, even if the player
// is standing in an unloaded chunk, unlike cPlayer::Tick. We need this because the freeze handling code must
// also tick in unloaded chunks.
if (m_IsFrozen)
{
m_FreezeCounter += 1;
if ((!m_IsManuallyFrozen) && (a_MyChunkIsSent))
{
cWorld::cLock Lock(*GetWorld());
// If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded
Unfreeze();
// Pull the player out of any solids that might have loaded on them.
PREPARE_REL_AND_CHUNK(GetPosition(), *(GetParentChunk()));
if (RelSuccess)
{
int NewY = Rel.y;
if (NewY < 0)
{
NewY = 0;
}
while (NewY < cChunkDef::Height - 2)
{
// If we find a position with enough space for the player
if (
(Chunk->GetBlock(Rel.x, NewY, Rel.z) == E_BLOCK_AIR) &&
(Chunk->GetBlock(Rel.x, NewY + 1, Rel.z) == E_BLOCK_AIR)
)
{
// If the found position is not the same as the original
if (NewY != Rel.y)
{
SetPosition(GetPosition().x, NewY, GetPosition().z);
GetClientHandle()->SendPlayerPosition();
}
break;
}
++NewY;
}
}
}
else
{
// If the player was externally / manually frozen (plugin, etc.) or if the chunk isn't loaded yet:
// 1. Set the location to m_FrozenPosition every tick.
// 2. Zero out the speed every tick.
// 3. Send location updates every 60 ticks.
if ((m_FreezeCounter % 60 == 0) || ((m_FrozenPosition - GetPosition()).SqrLength() > 2 * 2))
{
SetPosition(m_FrozenPosition);
SetSpeed(0, 0, 0);
BroadcastMovementUpdate(m_ClientHandle.get());
m_ClientHandle->SendPlayerPosition();
}
return;
}
}
else
{
if (!a_MyChunkIsSent)
{
FreezeInternal(GetPosition(), false);
}
}
}
int cPlayer::CalcLevelFromXp(int a_XpTotal)
{
// level 0 to 15
@ -1392,6 +1440,7 @@ void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ)))
{
SetPosition(a_PosX, a_PosY, a_PosZ);
FreezeInternal(GetPosition(), false);
m_LastGroundHeight = static_cast<float>(a_PosY);
m_bIsTeleporting = true;
@ -1746,6 +1795,9 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
return false;
}
// The clienthandle caches the coords of the chunk we're standing at. Invalidate this.
GetClientHandle()->InvalidateCachedSentChunk();
// Prevent further ticking in this world
SetIsTicking(false);
@ -1757,6 +1809,7 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
// Set position to the new position
SetPosition(a_NewPosition);
FreezeInternal(a_NewPosition, false);
// Stop all mobs from targeting this player
StopEveryoneFromTargetingMe();

View File

@ -50,6 +50,8 @@ public:
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
void TickFreezeCode(bool a_MyChunkIsSent);
virtual void HandlePhysics(std::chrono::milliseconds a_Dt, cChunk &) override { UNUSED(a_Dt); }
/** Returns the currently equipped weapon; empty item if none */