Proper player inventory and hp modification tracking and sending accordingly
parent
b2c905d800
commit
e109ed5cef
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@ -184,13 +184,17 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
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ServerActiveObject(env, v3f(0,0,0)),
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m_last_good_position(0,0,0),
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m_last_good_position_age(0),
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m_additional_items()
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m_additional_items(),
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m_inventory_not_sent(false),
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m_hp_not_sent(false)
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{
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}
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ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
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const char *name_):
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Player(env->getGameDef()),
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ServerActiveObject(env, pos_)
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ServerActiveObject(env, pos_),
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m_inventory_not_sent(false),
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m_hp_not_sent(false)
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{
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setPosition(pos_);
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peer_id = peer_id_;
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@ -249,6 +253,8 @@ bool ServerRemotePlayer::addToInventory(InventoryItem *item)
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// Add to inventory
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InventoryItem *leftover = ilist->addItem(item);
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assert(!leftover);
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m_inventory_not_sent = true;
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return true;
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}
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@ -295,9 +301,12 @@ void ServerRemotePlayer::completeAddToInventoryLater(u16 preferred_index)
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delete leftover;
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}
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m_additional_items.clear();
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m_inventory_not_sent = true;
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}
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void ServerRemotePlayer::setHP(s16 hp_)
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{
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s16 oldhp = hp;
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hp = hp_;
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// FIXME: don't hardcode maximum HP, make configurable per object
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@ -305,6 +314,9 @@ void ServerRemotePlayer::setHP(s16 hp_)
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hp = 0;
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else if(hp > 20)
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hp = 20;
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if(hp != oldhp)
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m_hp_not_sent = true;
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}
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s16 ServerRemotePlayer::getHP()
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{
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@ -238,6 +238,8 @@ public:
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v3f m_last_good_position;
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float m_last_good_position_age;
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std::vector<InventoryItem*> m_additional_items;
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bool m_inventory_not_sent;
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bool m_hp_not_sent;
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private:
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};
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@ -1376,12 +1376,7 @@ void Server::AsyncRunStep()
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*/
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/*
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Check player movements
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NOTE: Actually the server should handle player physics like the
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client does and compare player's position to what is calculated
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on our side. This is required when eg. players fly due to an
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explosion.
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Handle players
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*/
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{
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JMutexAutoLock lock(m_env_mutex);
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@ -1404,6 +1399,15 @@ void Server::AsyncRunStep()
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(m_env->getPlayer(client->peer_id));
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if(player==NULL)
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continue;
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/*
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Check player movements
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NOTE: Actually the server should handle player physics like the
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client does and compare player's position to what is calculated
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on our side. This is required when eg. players fly due to an
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explosion.
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*/
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player->m_last_good_position_age += dtime;
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if(player->m_last_good_position_age >= 2.0){
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float age = player->m_last_good_position_age;
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@ -1425,6 +1429,17 @@ void Server::AsyncRunStep()
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}
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player->m_last_good_position_age = 0;
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}
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/*
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Send player inventories and HPs if necessary
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*/
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if(player->m_inventory_not_sent){
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UpdateCrafting(player->peer_id);
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SendInventory(player->peer_id);
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}
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if(player->m_hp_not_sent){
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SendPlayerHP(player);
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}
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}
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}
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@ -3181,6 +3196,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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{
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mlist->deleteItem(item_i);
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}
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srp->m_inventory_not_sent = true;
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}
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}
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@ -3208,12 +3225,13 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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{
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// Add a item to inventory
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player->inventory.addItem("main", item);
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srp->m_inventory_not_sent = true;
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}
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item = NULL;
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if(mineral != MINERAL_NONE)
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item = getDiggedMineralItem(mineral, this);
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item = getDiggedMineralItem(mineral, this);
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// If not mineral
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if(item == NULL)
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@ -3232,6 +3250,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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{
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// Add a item to inventory
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player->inventory.addItem("main", item);
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srp->m_inventory_not_sent = true;
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}
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}
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@ -3373,6 +3392,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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ilist->deleteItem(item_i);
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else
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mitem->remove(1);
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srp->m_inventory_not_sent = true;
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}
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/*
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@ -3480,9 +3500,11 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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if(remove && g_settings->getBool("creative_mode") == false)
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{
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InventoryList *ilist = player->inventory.getList("main");
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if(ilist)
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if(ilist){
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// Remove from inventory and send inventory
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ilist->deleteItem(item_i);
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srp->m_inventory_not_sent = true;
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}
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}
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}
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}
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@ -3534,12 +3556,15 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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<<", pointing at "<<pointed.dump()<<std::endl;
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bool remove = item->use(m_env, srp, pointed);
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if(remove && g_settings->getBool("creative_mode") == false)
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{
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InventoryList *ilist = player->inventory.getList("main");
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if(ilist)
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if(ilist){
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// Remove from inventory and send inventory
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ilist->deleteItem(item_i);
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srp->m_inventory_not_sent = true;
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}
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}
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} // action == 4
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@ -3555,11 +3580,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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// Complete add_to_inventory_later
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srp->completeAddToInventoryLater(item_i);
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// Send inventory
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// FIXME: Shouldn't be done unless something changed.
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UpdateCrafting(player->peer_id);
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SendInventory(player->peer_id);
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}
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else
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{
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@ -3618,9 +3638,9 @@ void Server::inventoryModified(InventoryContext *c, std::string id)
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if(id == "current_player")
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{
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assert(c->current_player);
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// Send inventory
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UpdateCrafting(c->current_player->peer_id);
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SendInventory(c->current_player->peer_id);
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ServerRemotePlayer *srp =
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static_cast<ServerRemotePlayer*>(c->current_player);
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srp->m_inventory_not_sent = true;
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return;
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}
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@ -3912,9 +3932,12 @@ void Server::SendInventory(u16 peer_id)
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{
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DSTACK(__FUNCTION_NAME);
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Player* player = m_env->getPlayer(peer_id);
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ServerRemotePlayer* player =
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static_cast<ServerRemotePlayer*>(m_env->getPlayer(peer_id));
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assert(player);
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player->m_inventory_not_sent = false;
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/*
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Serialize it
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*/
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