Send Position packet on event, don't check it at each AsyncRunStep.
* This permit to cleanup the player checking loopmaster
parent
7f8f9785d7
commit
40bf1d7b5f
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@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "tool.h" // For ToolCapabilities
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#include "gamedef.h"
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#include "player.h"
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#include "server.h"
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#include "scripting_game.h"
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#include "genericobject.h"
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#include "log.h"
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@ -716,7 +717,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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m_attachment_parent_id(0),
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m_attachment_sent(false),
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// public
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m_moved(false),
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m_physics_override_speed(1),
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m_physics_override_jump(1),
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m_physics_override_gravity(1),
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@ -867,7 +867,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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m_attachment_position = v3f(0,0,0);
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m_attachment_rotation = v3f(0,0,0);
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m_player->setPosition(m_last_good_position);
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m_moved = true;
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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}
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//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
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@ -982,8 +982,7 @@ void PlayerSAO::setPos(v3f pos)
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m_player->setPosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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// Force position change on client
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m_moved = true;
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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}
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void PlayerSAO::moveTo(v3f pos, bool continuous)
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@ -993,22 +992,19 @@ void PlayerSAO::moveTo(v3f pos, bool continuous)
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m_player->setPosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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// Force position change on client
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m_moved = true;
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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}
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void PlayerSAO::setYaw(float yaw)
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{
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m_player->setYaw(yaw);
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// Force change on client
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m_moved = true;
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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}
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void PlayerSAO::setPitch(float pitch)
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{
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m_player->setPitch(pitch);
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// Force change on client
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m_moved = true;
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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}
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int PlayerSAO::punch(v3f dir,
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@ -1241,7 +1237,6 @@ bool PlayerSAO::checkMovementCheat()
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<<" moved too fast; resetting position"
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<<std::endl;
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m_player->setPosition(m_last_good_position);
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m_moved = true;
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cheated = true;
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}
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}
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@ -314,9 +314,6 @@ private:
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bool m_attachment_sent;
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public:
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// Some flags used by Server
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bool m_moved;
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float m_physics_override_speed;
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float m_physics_override_jump;
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float m_physics_override_gravity;
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@ -579,10 +579,10 @@ void Server::handleCommand_PlayerPos(NetworkPacket* pkt)
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player->control.LMB = (keyPressed & 128);
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player->control.RMB = (keyPressed & 256);
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bool cheated = playersao->checkMovementCheat();
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if (cheated) {
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if (playersao->checkMovementCheat()) {
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// Call callbacks
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m_script->on_cheat(playersao, "moved_too_fast");
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SendMovePlayer(pkt->getPeerId());
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}
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}
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@ -581,32 +581,6 @@ void Server::AsyncRunStep(bool initial_step)
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Do background stuff
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*/
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/*
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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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std::list<u16> clientids = m_clients.getClientIDs();
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ScopeProfiler sp(g_profiler, "Server: handle players");
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for(std::list<u16>::iterator
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i = clientids.begin();
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i != clientids.end(); ++i)
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{
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PlayerSAO *playersao = getPlayerSAO(*i);
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if(playersao == NULL)
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continue;
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if(playersao->m_moved) {
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SendMovePlayer(*i);
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playersao->m_moved = false;
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}
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}
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}
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/* Transform liquids */
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m_liquid_transform_timer += dtime;
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if(m_liquid_transform_timer >= m_liquid_transform_every)
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@ -2590,6 +2564,7 @@ void Server::RespawnPlayer(u16 peer_id)
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bool repositioned = m_script->on_respawnplayer(playersao);
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if(!repositioned){
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v3f pos = findSpawnPos(m_env->getServerMap());
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// setPos will send the new position to client
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playersao->setPos(pos);
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}
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}
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@ -374,9 +374,8 @@ public:
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void SendPlayerHPOrDie(u16 peer_id, bool die) { die ? DiePlayer(peer_id) : SendPlayerHP(peer_id); }
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void SendPlayerBreath(u16 peer_id);
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// Envlock and conlock should be locked when calling these
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void SendInventory(u16 peer_id);
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void SendMovePlayer(u16 peer_id);
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// Bind address
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Address m_bind_addr;
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@ -402,7 +401,6 @@ private:
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void SendTimeOfDay(u16 peer_id, u16 time, f32 time_speed);
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void SendPlayerHP(u16 peer_id);
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void SendMovePlayer(u16 peer_id);
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void SendLocalPlayerAnimations(u16 peer_id, v2s32 animation_frames[4], f32 animation_speed);
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void SendEyeOffset(u16 peer_id, v3f first, v3f third);
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void SendPlayerPrivileges(u16 peer_id);
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