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-rw-r--r--Server/Plugins/APIDump/APIDesc.lua1
-rw-r--r--src/Chunk.cpp15
-rw-r--r--src/Chunk.h1
-rw-r--r--src/ChunkMap.cpp5
-rw-r--r--src/ClientHandle.cpp35
-rw-r--r--src/ClientHandle.h2
-rw-r--r--src/Entities/Player.cpp105
-rw-r--r--src/Entities/Player.h11
8 files changed, 99 insertions, 76 deletions
diff --git a/Server/Plugins/APIDump/APIDesc.lua b/Server/Plugins/APIDump/APIDesc.lua
index 5217cbc28..800396b4e 100644
--- a/Server/Plugins/APIDump/APIDesc.lua
+++ b/Server/Plugins/APIDump/APIDesc.lua
@@ -1946,7 +1946,6 @@ a_Player:OpenWindow(Window);
GetFoodPoisonedTicksRemaining = { Params = "", Return = "", Notes = "Returns the number of ticks left for the food posoning effect" },
GetFoodSaturationLevel = { Params = "", Return = "number", Notes = "Returns the food saturation (overcharge of the food level, is depleted before food level)" },
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." },
- GetFrozenDuration = { Params = "", Return = "number", Notes = "Returns the number of ticks since the player was frozen" },
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."},
GetIP = { Return = "string", Notes = "Returns the IP address of the player, if available. Returns an empty string if there's no IP to report."},
GetInventory = { Return = "{{cInventory|Inventory}}", Notes = "Returns the player's inventory"},
diff --git a/src/Chunk.cpp b/src/Chunk.cpp
index c1baae9b2..bc0de0516 100644
--- a/src/Chunk.cpp
+++ b/src/Chunk.cpp
@@ -604,7 +604,19 @@ void cChunk::SpawnMobs(cMobSpawner & a_MobSpawner)
void cChunk::Tick(std::chrono::milliseconds a_Dt)
{
- m_IsInTick = true;
+ // If we are not valid, tick players and bailout
+ if (!IsValid())
+ {
+ for (auto Entity : m_Entities)
+ {
+ if (Entity->IsPlayer())
+ {
+ Entity->Tick(a_Dt, *this);
+ }
+ }
+ return;
+ }
+
BroadcastPendingBlockChanges();
CheckBlocks();
@@ -668,7 +680,6 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
} // for itr - m_Entitites[]
ApplyWeatherToTop();
- m_IsInTick = false;
}
diff --git a/src/Chunk.h b/src/Chunk.h
index e1f44b197..557fe332a 100644
--- a/src/Chunk.h
+++ b/src/Chunk.h
@@ -502,7 +502,6 @@ private:
/** If the chunk fails to load, should it be queued in the generator or reset back to invalid? */
bool m_ShouldGenerateIfLoadFailed;
- bool m_IsInTick; // True if the chunk is executing the tick() method.
bool m_IsLightValid; // True if the blocklight and skylight are calculated
bool m_IsDirty; // True if the chunk has changed since it was last saved
bool m_IsSaving; // True if the chunk is being saved
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp
index 629acb341..156d93e2f 100644
--- a/src/ChunkMap.cpp
+++ b/src/ChunkMap.cpp
@@ -2920,8 +2920,9 @@ void cChunkMap::cChunkLayer::Tick(std::chrono::milliseconds a_Dt)
{
for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
- // Only tick chunks that are valid and should be ticked:
- if ((m_Chunks[i] != nullptr) && m_Chunks[i]->IsValid() && m_Chunks[i]->ShouldBeTicked())
+ // Only tick chunks that should be ticked:
+ // Note that chunks that are not IsValid() will only tick players and then bailout
+ if ((m_Chunks[i] != nullptr) && m_Chunks[i]->ShouldBeTicked())
{
m_Chunks[i]->Tick(a_Dt);
}
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
index 036b0250d..f14ec193e 100644
--- a/src/ClientHandle.cpp
+++ b/src/ClientHandle.cpp
@@ -764,6 +764,12 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ,
return;
}
+ if (m_Player->IsFrozen())
+ {
+ // Ignore client-side updates if the player is frozen
+ return;
+ }
+
Vector3d NewPosition(a_PosX, a_PosY, a_PosZ);
Vector3d OldPosition = GetPlayer()->GetPosition();
auto PreviousIsOnGround = GetPlayer()->IsOnGround();
@@ -1864,8 +1870,6 @@ void cClientHandle::RemoveFromWorld(void)
// Here, we set last streamed values to bogus ones so everything is resent
m_LastStreamedChunkX = 0x7fffffff;
m_LastStreamedChunkZ = 0x7fffffff;
-
- m_HasSentPlayerChunk = false;
}
@@ -1884,6 +1888,15 @@ void cClientHandle::InvalidateCachedSentChunk()
+bool cClientHandle::IsPlayerChunkSent()
+{
+ return m_HasSentPlayerChunk;
+}
+
+
+
+
+
bool cClientHandle::CheckBlockInteractionsRate(void)
{
ASSERT(m_Player != nullptr);
@@ -1943,8 +1956,9 @@ void cClientHandle::Tick(float a_Dt)
// Freeze the player if it is standing on a chunk not yet sent to the client
+ m_HasSentPlayerChunk = false;
+ if (m_Player->GetParentChunk() != nullptr)
{
- 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())
{
@@ -1952,7 +1966,7 @@ void cClientHandle::Tick(float a_Dt)
// 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;
+ m_HasSentPlayerChunk = true;
}
else
{
@@ -1963,12 +1977,10 @@ void cClientHandle::Tick(float a_Dt)
if (itr != m_SentChunks.end())
{
m_CachedSentChunk = *itr;
- PlayerIsStandingAtASentChunk = true;
+ m_HasSentPlayerChunk = 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:
@@ -2281,15 +2293,6 @@ void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializ
cCSLock Lock(m_CSChunkLists);
m_SentChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
}
-
- // If it is the chunk the player's in, make them spawn (in the tick thread):
- if ((m_State == csAuthenticated) || (m_State == csDownloadingWorld))
- {
- if ((a_ChunkX == m_Player->GetChunkX()) && (a_ChunkZ == m_Player->GetChunkZ()))
- {
- m_HasSentPlayerChunk = true;
- }
- }
}
diff --git a/src/ClientHandle.h b/src/ClientHandle.h
index 123d1b057..0bcf0b9fe 100644
--- a/src/ClientHandle.h
+++ b/src/ClientHandle.h
@@ -365,6 +365,8 @@ public: // tolua_export
void InvalidateCachedSentChunk();
+ bool IsPlayerChunkSent();
+
private:
friend class cServer; // Needs access to SetSelf()
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index f4e7eee44..83f134bf5 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -65,7 +65,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
m_GameMode(eGameMode_NotSet),
m_IP(""),
m_ClientHandle(a_Client),
- m_FreezeCounter(-1),
m_NormalMaxSpeed(1.0),
m_SprintingMaxSpeed(1.3),
m_FlyingMaxSpeed(1.0),
@@ -119,7 +118,7 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
m_LastGroundHeight = static_cast<float>(GetPosY());
m_Stance = GetPosY() + 1.62;
- FreezeInternal(GetPosition(), false); // Freeze. Will be unfrozen once the chunk is loaded
+
if (m_GameMode == gmNotSet)
{
@@ -246,13 +245,16 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
ASSERT(!"Player ticked whilst in the process of destruction!");
}
+
m_Stats.AddValue(statMinutesPlayed, 1);
// Handle a frozen player
+ TickFreezeCode();
if (m_IsFrozen)
{
return;
}
+ ASSERT((GetParentChunk() != nullptr) && (GetParentChunk()->IsValid()));
ASSERT(a_Chunk.IsValid());
@@ -314,18 +316,13 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
-void cPlayer::TickFreezeCode(bool a_MyChunkIsSent)
+void cPlayer::TickFreezeCode()
{
- // 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))
+ if ((!m_IsManuallyFrozen) && (GetClientHandle()->IsPlayerChunkSent()))
{
- cWorld::cLock Lock(*GetWorld());
- // If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded
+ // If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded and sent
Unfreeze();
// Pull the player out of any solids that might have loaded on them.
@@ -357,26 +354,16 @@ void cPlayer::TickFreezeCode(bool a_MyChunkIsSent)
}
}
}
- else
+ else if (GetWorld()->GetWorldAge() % 4096 == 0)
{
- // 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;
+ // Despite the client side freeze, the player may be able to move a little by
+ // Jumping or canceling flight. Re-freeze every now and then
+ FreezeInternal(GetPosition(), m_IsManuallyFrozen);
}
}
else
{
- if (!a_MyChunkIsSent)
+ if (!GetClientHandle()->IsPlayerChunkSent())
{
FreezeInternal(GetPosition(), false);
}
@@ -772,8 +759,9 @@ double cPlayer::GetMaxSpeed(void) const
void cPlayer::SetNormalMaxSpeed(double a_Speed)
{
m_NormalMaxSpeed = a_Speed;
- if (!m_IsSprinting && !m_IsFlying)
+ if (!m_IsSprinting && !m_IsFlying && !m_IsFrozen)
{
+ // If we are frozen, we do not send this yet. We send when unfreeze() is called
m_ClientHandle->SendPlayerMaxSpeed();
}
}
@@ -785,8 +773,9 @@ void cPlayer::SetNormalMaxSpeed(double a_Speed)
void cPlayer::SetSprintingMaxSpeed(double a_Speed)
{
m_SprintingMaxSpeed = a_Speed;
- if (m_IsSprinting && !m_IsFlying)
+ if (m_IsSprinting && !m_IsFlying && !m_IsFrozen)
{
+ // If we are frozen, we do not send this yet. We send when unfreeze() is called
m_ClientHandle->SendPlayerMaxSpeed();
}
}
@@ -800,7 +789,11 @@ void cPlayer::SetFlyingMaxSpeed(double a_Speed)
m_FlyingMaxSpeed = a_Speed;
// Update the flying speed, always:
- m_ClientHandle->SendPlayerAbilities();
+ if (!m_IsFrozen)
+ {
+ // If we are frozen, we do not send this yet. We send when unfreeze() is called
+ m_ClientHandle->SendPlayerAbilities();
+ }
}
@@ -907,7 +900,11 @@ void cPlayer::SetFlying(bool a_IsFlying)
}
m_IsFlying = a_IsFlying;
- m_ClientHandle->SendPlayerAbilities();
+ if (!m_IsFrozen)
+ {
+ // If we are frozen, we do not send this yet. We send when unfreeze() is called
+ m_ClientHandle->SendPlayerAbilities();
+ }
}
@@ -1471,22 +1468,14 @@ bool cPlayer::IsFrozen()
-int cPlayer::GetFrozenDuration()
-{
- return m_FreezeCounter;
-}
-
-
-
-
-
void cPlayer::Unfreeze()
{
- m_FreezeCounter = -1;
+ GetClientHandle()->SendPlayerAbilities();
+ GetClientHandle()->SendPlayerMaxSpeed();
+
m_IsFrozen = false;
- SetPosition(m_FrozenPosition);
- BroadcastMovementUpdate(m_ClientHandle.get());
- m_ClientHandle->SendPlayerPosition();
+ BroadcastMovementUpdate(GetClientHandle());
+ GetClientHandle()->SendPlayerPosition();
}
@@ -1545,8 +1534,12 @@ void cPlayer::ForceSetSpeed(const Vector3d & a_Speed)
void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
+ if (m_IsFrozen)
+ {
+ // Do not set speed to a frozen client
+ return;
+ }
super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
-
// Send the speed to the client so he actualy moves
m_ClientHandle->SendEntityVelocity(*this);
}
@@ -1768,9 +1761,33 @@ void cPlayer::TossItems(const cItems & a_Items)
void cPlayer::FreezeInternal(const Vector3d & a_Location, bool a_ManuallyFrozen)
{
+ SetSpeed(0, 0, 0);
+ SetPosition(a_Location);
m_IsFrozen = true;
- m_FrozenPosition = a_Location;
m_IsManuallyFrozen = a_ManuallyFrozen;
+
+ double NormalMaxSpeed = GetNormalMaxSpeed();
+ double SprintMaxSpeed = GetSprintingMaxSpeed();
+ double FlyingMaxpeed = GetFlyingMaxSpeed();
+ bool IsFlying = m_IsFlying;
+
+ // Set the client-side speed to 0
+ m_NormalMaxSpeed = 0;
+ m_SprintingMaxSpeed = 0;
+ m_FlyingMaxSpeed = 0;
+ m_IsFlying = true;
+
+ // Send the client its fake speed and max speed of 0
+ GetClientHandle()->SendPlayerMoveLook();
+ GetClientHandle()->SendPlayerAbilities();
+ GetClientHandle()->SendPlayerMaxSpeed();
+ GetClientHandle()->SendEntityVelocity(*this);
+
+ // Keep the server side speed variables as they were in the first place
+ m_NormalMaxSpeed = NormalMaxSpeed;
+ m_SprintingMaxSpeed = SprintMaxSpeed;
+ m_FlyingMaxSpeed = FlyingMaxpeed;
+ m_IsFlying = IsFlying;
}
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index 777a533c9..f04bcdd39 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -50,7 +50,7 @@ public:
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
- void TickFreezeCode(bool a_MyChunkIsSent);
+ void TickFreezeCode();
virtual void HandlePhysics(std::chrono::milliseconds a_Dt, cChunk &) override { UNUSED(a_Dt); }
@@ -148,9 +148,6 @@ public:
/** Is the player frozen? */
bool IsFrozen();
- /** How long has the player been frozen? */
- int GetFrozenDuration();
-
/** Cancels Freeze(...) and allows the player to move naturally. */
void Unfreeze();
@@ -605,15 +602,9 @@ protected:
cSlotNums m_InventoryPaintSlots;
- /** if m_IsFrozen is true, we lock m_Location to this position. */
- Vector3d m_FrozenPosition;
-
/** If true, we are locking m_Position to m_FrozenPosition. */
bool m_IsFrozen;
- /** */
- int m_FreezeCounter;
-
/** Was the player frozen manually by a plugin or automatically by the server? */
bool m_IsManuallyFrozen;