Merge pull request #461 from mc-server/repeaters
Repeaters, pressure plates, and others
This commit is contained in:
commit
e0e01d0615
@ -43,6 +43,40 @@ public:
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}
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virtual void OnPlaced(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
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{
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super::OnPlaced(a_World, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
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// Alert diagonal rails
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OnNeighborChanged(a_World, a_BlockX + 1, a_BlockY + 1, a_BlockZ);
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OnNeighborChanged(a_World, a_BlockX - 1, a_BlockY + 1, a_BlockZ);
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OnNeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ + 1);
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OnNeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ - 1);
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OnNeighborChanged(a_World, a_BlockX + 1, a_BlockY - 1, a_BlockZ);
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OnNeighborChanged(a_World, a_BlockX - 1, a_BlockY - 1, a_BlockZ);
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OnNeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ + 1);
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OnNeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ - 1);
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}
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virtual void OnDestroyed(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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{
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super::OnDestroyed(a_World, a_BlockX, a_BlockY, a_BlockZ);
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// Alert diagonal rails
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OnNeighborChanged(a_World, a_BlockX + 1, a_BlockY + 1, a_BlockZ);
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OnNeighborChanged(a_World, a_BlockX - 1, a_BlockY + 1, a_BlockZ);
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OnNeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ + 1);
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OnNeighborChanged(a_World, a_BlockX, a_BlockY + 1, a_BlockZ - 1);
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OnNeighborChanged(a_World, a_BlockX + 1, a_BlockY - 1, a_BlockZ);
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OnNeighborChanged(a_World, a_BlockX - 1, a_BlockY - 1, a_BlockZ);
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OnNeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ + 1);
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OnNeighborChanged(a_World, a_BlockX, a_BlockY - 1, a_BlockZ - 1);
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}
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virtual void OnNeighborChanged(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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{
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NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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@ -13,6 +13,7 @@
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#include "../Bindings/PluginManager.h"
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#include "../Tracer.h"
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#include "Minecart.h"
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#include "Player.h"
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@ -239,10 +240,14 @@ void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_R
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TDI.Attacker = a_Attacker;
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TDI.RawDamage = a_RawDamage;
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TDI.FinalDamage = a_FinalDamage;
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Vector3d Heading;
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Heading.x = sin(GetRotation());
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Heading.y = 0.4; // TODO: adjust the amount of "up" knockback when testing
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Heading.z = cos(GetRotation());
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Vector3d Heading(0, 0, 0);
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if (a_Attacker != NULL)
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{
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Heading = a_Attacker->GetLookVector() * (a_Attacker->IsSprinting() ? 10 : 8);
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}
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Heading.y = 2;
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TDI.Knockback = Heading * a_KnockbackAmount;
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DoTakeDamage(TDI);
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}
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@ -297,6 +302,16 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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return;
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}
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if ((a_TDI.Attacker != NULL) && (a_TDI.Attacker->IsPlayer()))
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{
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// IsOnGround() only is false if the player is moving downwards
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if (!((cPlayer *)a_TDI.Attacker)->IsOnGround()) // TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
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{
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a_TDI.FinalDamage += 2;
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m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
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}
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}
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m_Health -= (short)a_TDI.FinalDamage;
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// TODO: Apply damage to armor
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@ -306,6 +321,8 @@ void cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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m_Health = 0;
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}
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AddSpeed(a_TDI.Knockback * 2);
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m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_HURT);
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if (m_Health <= 0)
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@ -252,6 +252,11 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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m_World->SendPlayerList(this);
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m_LastPlayerListTime = t1.GetNowTime();
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}
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if (IsFlying())
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{
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m_LastGroundHeight = (float)GetPosY();
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}
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}
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@ -452,9 +457,15 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
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if (m_LastJumpHeight > m_LastGroundHeight) Damage++;
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m_LastJumpHeight = (float)GetPosY();
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if ((Damage > 0) && (!IsGameModeCreative()))
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if (Damage > 0)
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{
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TakeDamage(dtFalling, NULL, Damage, Damage, 0);
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if (!IsGameModeCreative())
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{
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TakeDamage(dtFalling, NULL, Damage, Damage, 0);
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}
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// Mojang uses floor() to get X and Z positions, instead of just casting it to an (int)
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GetWorld()->BroadcastSoundParticleEffect(2006, (int)floor(GetPosX()), (int)GetPosY() - 1, (int)floor(GetPosZ()), Damage /* Used as particle effect speed modifier */);
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}
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m_LastGroundHeight = (float)GetPosY();
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@ -979,6 +990,12 @@ void cPlayer::SetGameMode(eGameMode a_GameMode)
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m_GameMode = a_GameMode;
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m_ClientHandle->SendGameMode(a_GameMode);
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if (!IsGameModeCreative())
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{
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SetFlying(false);
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SetCanFly(false);
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}
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}
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32
src/Root.cpp
32
src/Root.cpp
@ -22,6 +22,7 @@
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#include "inifile/iniFile.h"
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#ifdef _WIN32
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#include "conio.h"
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#include <psapi.h>
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#elif defined(__linux__)
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#include <fstream>
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@ -29,6 +30,8 @@
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#include <mach/mach.h>
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#endif
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extern bool g_TERMINATE_EVENT_RAISED;
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@ -76,7 +79,7 @@ void cRoot::InputThread(void * a_Params)
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cLogCommandOutputCallback Output;
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while (!(self.m_bStop || self.m_bRestart) && std::cin.good())
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while (!self.m_bStop && !self.m_bRestart && !g_TERMINATE_EVENT_RAISED && std::cin.good())
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{
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AString Command;
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std::getline(std::cin, Command);
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@ -86,9 +89,9 @@ void cRoot::InputThread(void * a_Params)
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}
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}
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if (!(self.m_bStop || self.m_bRestart))
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if (g_TERMINATE_EVENT_RAISED || !std::cin.good())
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{
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// We have come here because the std::cin has received an EOF and the server is still running; stop the server:
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// We have come here because the std::cin has received an EOF / a terminate signal has been sent, and the server is still running; stop the server:
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self.m_bStop = true;
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}
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}
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@ -99,6 +102,12 @@ void cRoot::InputThread(void * a_Params)
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void cRoot::Start(void)
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{
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#ifdef _WIN32
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HWND hwnd = GetConsoleWindow();
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HMENU hmenu = GetSystemMenu(hwnd, FALSE);
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EnableMenuItem(hmenu, SC_CLOSE, MF_GRAYED); // Disable close button when starting up; it causes problems with our CTRL-CLOSE handling
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#endif
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cDeadlockDetect dd;
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delete m_Log;
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m_Log = new cMCLogger();
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@ -192,12 +201,20 @@ void cRoot::Start(void)
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finishmseconds -= mseconds;
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LOG("Startup complete, took %i ms!", finishmseconds);
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#ifdef _WIN32
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EnableMenuItem(hmenu, SC_CLOSE, MF_ENABLED); // Re-enable close button
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#endif
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while (!m_bStop && !m_bRestart) // These are modified by external threads
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while (!m_bStop && !m_bRestart && !g_TERMINATE_EVENT_RAISED) // These are modified by external threads
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{
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cSleep::MilliSleep(1000);
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}
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if (g_TERMINATE_EVENT_RAISED)
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{
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m_bStop = true;
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}
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#if !defined(ANDROID_NDK)
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delete m_InputThread; m_InputThread = NULL;
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#endif
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@ -222,7 +239,7 @@ void cRoot::Start(void)
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delete m_FurnaceRecipe; m_FurnaceRecipe = NULL;
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delete m_CraftingRecipes; m_CraftingRecipes = NULL;
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LOGD("Forgetting groups...");
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delete m_GroupManager; m_GroupManager = 0;
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delete m_GroupManager; m_GroupManager = NULL;
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LOGD("Unloading worlds...");
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UnloadWorlds();
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@ -233,12 +250,11 @@ void cRoot::Start(void)
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cBlockHandler::Deinit();
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LOG("Cleaning up...");
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//delete HeartBeat; HeartBeat = 0;
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delete m_Server; m_Server = 0;
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delete m_Server; m_Server = NULL;
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LOG("Shutdown successful!");
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}
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delete m_Log; m_Log = 0;
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delete m_Log; m_Log = NULL;
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}
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@ -8,6 +8,7 @@
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#include "../Blocks/BlockTorch.h"
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#include "../Blocks/BlockDoor.h"
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#include "../Piston.h"
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#include "../Tracer.h"
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@ -106,21 +107,47 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (SourceBlockMeta == 0)) ||
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((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(SourceBlockMeta)) ||
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((SourceBlockType == E_BLOCK_DETECTOR_RAIL) && (SourceBlockMeta & 0x08) == 0x08) ||
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(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(SourceBlockMeta)))
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(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(SourceBlockMeta))) ||
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(((SourceBlockType == E_BLOCK_STONE_PRESSURE_PLATE) || (SourceBlockType == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (SourceBlockMeta == 0))
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)
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{
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LOGD("cRedstoneSimulator: Erased block %s from powered blocks list due to present/past metadata mismatch", ItemToFullString(itr->a_SourceBlock).c_str());
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itr = m_PoweredBlocks.erase(itr);
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}
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else if (SourceBlockType == E_BLOCK_DAYLIGHT_SENSOR)
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{
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if (!a_Chunk->IsLightValid())
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{
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m_World.QueueLightChunk(a_ChunkX, a_ChunkZ);
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++itr;
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continue;
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}
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else
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{
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NIBBLETYPE SkyLight;
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a_Chunk->UnboundedRelGetBlockSkyLight(RelX, itr->a_SourcePos.y + 1, RelZ, SkyLight);
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if (a_Chunk->GetTimeAlteredLight(SkyLight) <= 8) // Could use SkyLight - m_World.GetSkyDarkness();
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{
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LOGD("cRedstoneSimulator: Erased daylight sensor from powered blocks list due to insufficient light level");
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itr = m_PoweredBlocks.erase(itr);
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}
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else
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{
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++itr;
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continue;
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}
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}
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}
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else if ((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (DestBlockType == E_BLOCK_REDSTONE_WIRE))
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{
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// It is simply not allowed that a wire powers another wire, presuming that data here is sane and a dest and source are beside each other
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LOGD("cRedstoneSimulator: Erased redstone wire from powered blocks list because it's source was also wire");
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LOGD("cRedstoneSimulator: Erased redstone wire from powered blocks list because its source was also wire");
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itr = m_PoweredBlocks.erase(itr);
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}
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else
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{
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itr++;
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++itr;
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}
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}
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@ -165,7 +192,7 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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}
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else
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{
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itr++;
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++itr;
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}
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}
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@ -186,7 +213,7 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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}
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else
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{
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itr++;
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++itr;
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}
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}
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@ -206,12 +233,8 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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itr = m_RepeatersDelayList.erase(itr);
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continue;
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}
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else if (itr->a_ElapsedTicks < itr->a_DelayTicks)
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{
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itr->a_ElapsedTicks++;
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}
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itr++;
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++itr;
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}
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for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(), end = ChunkData.end(); dataitr != end;)
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@ -285,6 +308,12 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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HandleRail(a_X, dataitr->y, a_Z, BlockType);
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break;
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}
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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{
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HandlePressurePlate(a_X, dataitr->y, a_Z, BlockType);
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break;
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}
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}
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++dataitr;
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@ -601,7 +630,7 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, false);
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}
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr)
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{
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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@ -659,8 +688,14 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
|
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return;
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}
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}
|
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// Tick incrementing handled in SimChunk
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else
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{
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// Apparently, incrementing ticks only works reliably here, and not in SimChunk;
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// With a world with lots of redstone, the repeaters simply do not delay
|
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// I am confounded to say why. Perhaps optimisation failure.
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LOGD("Incremented a repeater @ %i %i %i | Elapsed ticks: %i | Target delay: %i", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
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itr->a_ElapsedTicks++;
|
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}
|
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}
|
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}
|
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|
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@ -897,9 +932,112 @@ void cRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_Block
|
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|
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void cRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ)
|
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{
|
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if (m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) > 10)
|
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int a_ChunkX, a_ChunkZ;
|
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cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, a_ChunkX, a_ChunkZ);
|
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|
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if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ))
|
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{
|
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR);
|
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m_World.QueueLightChunk(a_ChunkX, a_ChunkZ);
|
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}
|
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else
|
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{
|
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NIBBLETYPE SkyLight = m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) - m_World.GetSkyDarkness();
|
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if (SkyLight > 8)
|
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{
|
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR);
|
||||
}
|
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}
|
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}
|
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|
||||
|
||||
|
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|
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|
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void cRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType)
|
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{
|
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switch (a_MyType)
|
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{
|
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case E_BLOCK_STONE_PRESSURE_PLATE:
|
||||
{
|
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// MCS feature - stone pressure plates can only be triggered by players :D
|
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cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f);
|
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|
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if (a_Player != NULL)
|
||||
{
|
||||
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1);
|
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_STONE_PRESSURE_PLATE);
|
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}
|
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else
|
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{
|
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0);
|
||||
}
|
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break;
|
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}
|
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
|
||||
{
|
||||
class cWoodenPressurePlateCallback :
|
||||
public cEntityCallback
|
||||
{
|
||||
public:
|
||||
cWoodenPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
|
||||
m_X(a_BlockX),
|
||||
m_Y(a_BlockY),
|
||||
m_Z(a_BlockZ),
|
||||
m_World(a_World),
|
||||
m_Entity(NULL)
|
||||
{
|
||||
}
|
||||
|
||||
virtual bool Item(cEntity * a_Entity) override
|
||||
{
|
||||
cTracer LineOfSight(m_World);
|
||||
|
||||
Vector3f EntityPos = a_Entity->GetPosition();
|
||||
Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
|
||||
float Distance = (EntityPos - BlockPos).Length();
|
||||
|
||||
if (Distance < 0.5)
|
||||
{
|
||||
if (!LineOfSight.Trace(BlockPos, (EntityPos - BlockPos), (int)(EntityPos - BlockPos).Length()))
|
||||
{
|
||||
m_Entity = a_Entity;
|
||||
return true; // Break out, we only need to know for wooden plates that at least one entity is on top
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool FoundEntity(void) const
|
||||
{
|
||||
return m_Entity != NULL;
|
||||
}
|
||||
|
||||
protected:
|
||||
cEntity * m_Entity;
|
||||
cWorld * m_World;
|
||||
|
||||
int m_X;
|
||||
int m_Y;
|
||||
int m_Z;
|
||||
} ;
|
||||
|
||||
cWoodenPressurePlateCallback WoodenPressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ, &m_World);
|
||||
m_World.ForEachEntity(WoodenPressurePlateCallback);
|
||||
|
||||
if (WoodenPressurePlateCallback.FoundEntity())
|
||||
{
|
||||
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1);
|
||||
SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_WOODEN_PRESSURE_PLATE);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(a_MyType).c_str());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1308,7 +1446,7 @@ void cRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a
|
||||
|
||||
void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn)
|
||||
{
|
||||
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
|
||||
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr)
|
||||
{
|
||||
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
|
||||
{
|
||||
@ -1318,7 +1456,7 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in
|
||||
}
|
||||
|
||||
// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
|
||||
itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description
|
||||
itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2; // See below for description
|
||||
itr->a_ElapsedTicks = 0;
|
||||
itr->ShouldPowerOn = ShouldPowerOn;
|
||||
return;
|
||||
@ -1331,7 +1469,8 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in
|
||||
|
||||
// Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
|
||||
// * 2 because apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed
|
||||
RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
|
||||
// We don't +1 when powering off because everything seems to already delay a tick when powering off, why? No idea :P
|
||||
RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2;
|
||||
|
||||
|
||||
RC.a_ElapsedTicks = 0;
|
||||
|
@ -89,6 +89,10 @@ private:
|
||||
void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/// <summary>Handles buttons</summary>
|
||||
void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
|
||||
/// <summary>Handles daylight sensors</summary>
|
||||
void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/// <summary>Handles pressure plates</summary>
|
||||
void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
|
||||
/* ==================== */
|
||||
|
||||
/* ====== CARRIERS ====== */
|
||||
@ -115,8 +119,6 @@ private:
|
||||
void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/// <summary>Handles noteblocks</summary>
|
||||
void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/// <summary>Handles noteblocks</summary>
|
||||
void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/* ===================== */
|
||||
|
||||
/* ====== Helper functions ====== */
|
||||
|
62
src/main.cpp
62
src/main.cpp
@ -11,6 +11,10 @@
|
||||
#include <dbghelp.h>
|
||||
#endif // _MSC_VER
|
||||
|
||||
// Here, we have some ALL CAPS variables, to give the impression that this is deeeep, gritty programming :P
|
||||
bool g_TERMINATE_EVENT_RAISED = false; // If something has told the server to stop; checked periodically in cRoot
|
||||
bool g_SERVER_TERMINATED = false; // Set to true when the server terminates, so our CTRL handler can then tell Windows to close the console
|
||||
|
||||
|
||||
|
||||
|
||||
@ -33,14 +37,21 @@
|
||||
|
||||
|
||||
|
||||
|
||||
void ShowCrashReport(int)
|
||||
void NonCtrlHandler(int a_Signal)
|
||||
{
|
||||
std::signal(SIGSEGV, SIG_DFL);
|
||||
LOGD("Terminate event raised from std::signal");
|
||||
g_TERMINATE_EVENT_RAISED = true;
|
||||
|
||||
printf("\n\nMCServer has crashed!\n");
|
||||
|
||||
exit(-1);
|
||||
switch (a_Signal)
|
||||
{
|
||||
case SIGSEGV:
|
||||
{
|
||||
std::signal(SIGSEGV, SIG_DFL);
|
||||
LOGWARN("Segmentation fault; MCServer has crashed :(");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -111,13 +122,33 @@ LONG WINAPI LastChanceExceptionFilter(__in struct _EXCEPTION_POINTERS * a_Except
|
||||
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
// Handle CTRL events in windows, including console window close
|
||||
BOOL CtrlHandler(DWORD fdwCtrlType)
|
||||
{
|
||||
g_TERMINATE_EVENT_RAISED = true;
|
||||
LOGD("Terminate event raised from the Windows CtrlHandler");
|
||||
|
||||
if (fdwCtrlType == CTRL_CLOSE_EVENT) // Console window closed via 'x' button, Windows will try to close immediately, therefore...
|
||||
{
|
||||
while (!g_SERVER_TERMINATED) { cSleep::MilliSleep(100); } // Delay as much as possible to try to get the server to shut down cleanly
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// main:
|
||||
|
||||
int main( int argc, char **argv )
|
||||
{
|
||||
(void)argc;
|
||||
(void)argv;
|
||||
UNUSED(argc);
|
||||
UNUSED(argv);
|
||||
|
||||
#if defined(_MSC_VER) && defined(_DEBUG) && defined(ENABLE_LEAK_FINDER)
|
||||
InitLeakFinder();
|
||||
@ -150,6 +181,13 @@ int main( int argc, char **argv )
|
||||
#endif // _WIN32 && !_WIN64
|
||||
// End of dump-file magic
|
||||
|
||||
#ifdef _WIN32
|
||||
if (!SetConsoleCtrlHandler((PHANDLER_ROUTINE)CtrlHandler, TRUE))
|
||||
{
|
||||
LOGERROR("Could not install the Windows CTRL handler!");
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(_DEBUG) && defined(_MSC_VER)
|
||||
_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
|
||||
|
||||
@ -160,7 +198,9 @@ int main( int argc, char **argv )
|
||||
#endif // _DEBUG && _MSC_VER
|
||||
|
||||
#ifndef _DEBUG
|
||||
std::signal(SIGSEGV, ShowCrashReport);
|
||||
std::signal(SIGSEGV, NonCtrlHandler);
|
||||
std::signal(SIGTERM, NonCtrlHandler);
|
||||
std::signal(SIGINT, NonCtrlHandler);
|
||||
#endif
|
||||
|
||||
// DEBUG: test the dumpfile creation:
|
||||
@ -189,7 +229,9 @@ int main( int argc, char **argv )
|
||||
DeinitLeakFinder();
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
g_SERVER_TERMINATED = true;
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user