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authorfaketruth <faketruth@0a769ca7-a7f5-676a-18bf-c427514a06d6>2011-11-01 22:57:08 +0100
committerfaketruth <faketruth@0a769ca7-a7f5-676a-18bf-c427514a06d6>2011-11-01 22:57:08 +0100
commitb5b920dedaa62302795b0b8f3db84a0650d236e0 (patch)
treef46d1ec70d6519fff2a75f45c08fe37bf4b5538c /source/cClientHandle.cpp
parentforogt to update all of cPlayer.cpp for player based gamemode. (diff)
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Diffstat (limited to '')
-rw-r--r--source/cClientHandle.cpp95
1 files changed, 49 insertions, 46 deletions
diff --git a/source/cClientHandle.cpp b/source/cClientHandle.cpp
index 18ba84d88..b4d74cc01 100644
--- a/source/cClientHandle.cpp
+++ b/source/cClientHandle.cpp
@@ -112,6 +112,7 @@ cClientHandle::cClientHandle(const cSocket & a_Socket)
, m_TimeLastPacket( cWorld::GetTime() )
, m_bLoggedIn( false )
, m_bKeepThreadGoing( true )
+ , m_bSendLoginResponse( false )
, m_pState( new sClientHandleState )
{
LOG("cClientHandle::cClientHandle");
@@ -234,17 +235,16 @@ void cClientHandle::StreamChunks()
{
if( !m_bLoggedIn )
return;
- int ChunkPosX = (int)m_Player->GetPosX() / 16;
- if( m_Player->GetPosX() < 0 ) ChunkPosX -= 1;
- int ChunkPosZ = (int)m_Player->GetPosZ() / 16;
- if( m_Player->GetPosZ() < 0 ) ChunkPosZ -= 1;
+
+ int ChunkPosX = (int)floor(m_Player->GetPosX() / 16);
+ int ChunkPosZ = (int)floor(m_Player->GetPosZ() / 16);
cChunk* NeededChunks[VIEWDISTANCE*VIEWDISTANCE];
for(int x = 0; x < VIEWDISTANCE; x++)
{
for(int z = 0; z < VIEWDISTANCE; z++)
{
- NeededChunks[x + z*VIEWDISTANCE] = cRoot::Get()->GetWorld()->GetChunk( x + ChunkPosX-(VIEWDISTANCE-1)/2, 0, z + ChunkPosZ-(VIEWDISTANCE-1)/2 );
+ NeededChunks[x + z*VIEWDISTANCE] = m_Player->GetWorld()->GetChunk( x + ChunkPosX-(VIEWDISTANCE-1)/2, 0, z + ChunkPosZ-(VIEWDISTANCE-1)/2 );
}
}
@@ -298,9 +298,9 @@ void cClientHandle::StreamChunks()
void cClientHandle::StreamChunksSmart( cChunk** a_Chunks, unsigned int a_NumChunks )
{
- int X = (int)m_Player->GetPosX() / 16;
- int Y = (int)m_Player->GetPosY() / 128;
- int Z = (int)m_Player->GetPosZ() / 16;
+ int X = (int)floor(m_Player->GetPosX() / 16);
+ int Y = (int)floor(m_Player->GetPosY() / 128);
+ int Z = (int)floor(m_Player->GetPosZ() / 16);
bool bAllDone = false;
while( !bAllDone )
@@ -432,7 +432,7 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
}
// Now initialize player (adds to entity list etc.)
- m_Player->Initialize( cRoot::Get()->GetWorld() ); // TODO - Get correct world for player
+ m_Player->Initialize( cRoot::Get()->GetDefaultWorld() ); // TODO - Get correct world for player
// Broadcasts to all but this ( this is actually handled in cChunk.cpp, after entity is added to the chunk )
//m_Player->SpawnOn( 0 );
@@ -537,7 +537,8 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
case 294 : itemhasdur = true; break;
case 359 : itemhasdur = true; break;
}
- if (itemhasdur) {
+ if (itemhasdur)
+ {
int maxhelditemdur = 1563;
switch(helditem)
{
@@ -570,9 +571,10 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
}
m_Player->GetInventory().GetEquippedItem().m_ItemHealth ++;
LOG("Health: %i", m_Player->GetInventory().GetEquippedItem().m_ItemHealth);
- if (m_Player->GetInventory().GetEquippedItem().m_ItemHealth >= maxhelditemdur) {
+ if (m_Player->GetInventory().GetEquippedItem().m_ItemHealth >= maxhelditemdur)
+ {
LOG("Player %s Broke ID: %i", GetUsername(), m_Player->GetInventory().GetEquippedItem().m_ItemID);
- m_Player->GetInventory().RemoveItem( m_Player->GetInventory().GetEquippedItem());
+ m_Player->GetInventory().RemoveItem( m_Player->GetInventory().GetEquippedItem());
}
}
}
@@ -914,42 +916,9 @@ void cClientHandle::AuthenticateThread( void* a_Param )
return;
}
- self->SendLoginResponse();
+ self->m_bSendLoginResponse = true;
}
-void cClientHandle::SendLoginResponse()
-{
- cWorld* World = cRoot::Get()->GetWorld(); // TODO - Get the correct world or better yet, move this to the main thread so we don't have to lock anything
- World->LockEntities();
- // Spawn player (only serversided, so data is loaded)
- m_Player = new cPlayer( this, GetUsername() ); // !!DO NOT INITIALIZE!! <- is done after receiving MoveLook Packet
-
- cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_PLAYER_SPAWN, 1, m_Player ); // TODO - this function is called from a seperate thread, which might be dangerous
-
- // Return a server login packet
- cPacket_Login LoginResponse;
- LoginResponse.m_ProtocolVersion = m_Player->GetUniqueID();
- //LoginResponse.m_Username = "";
- //m_Player->SetGameMode ( 0 );
- m_Player->SetGameMode ( cRoot::Get()->GetWorld()->GetGameMode() ); //set player's gamemode to server's gamemode at login.
- LoginResponse.m_ServerMode = m_Player->GetGameMode(); //set gamemode from player.
- LoginResponse.m_MapSeed = 0;
- LoginResponse.m_Dimension = 0;
- Send( LoginResponse );
-
- // Send position
- Send( cPacket_PlayerMoveLook( m_Player ) );
-
- // Send time
- Send( cPacket_TimeUpdate( (cRoot::Get()->GetWorld()->GetWorldTime() ) ) );
-
- // Send inventory
- m_Player->GetInventory().SendWholeInventory( this );
-
- // Send health
- Send( cPacket_UpdateHealth( (short)m_Player->GetHealth() ) );
- World->UnlockEntities();
-}
void cClientHandle::Tick(float a_Dt)
{
@@ -963,6 +932,40 @@ void cClientHandle::Tick(float a_Dt)
Destroy();
}
+
+ if( m_bSendLoginResponse )
+ {
+ m_bSendLoginResponse = false;
+
+ cWorld* World = cRoot::Get()->GetDefaultWorld(); // TODO - Get the correct world or better yet, move this to the main thread so we don't have to lock anything
+ World->LockEntities();
+ // Spawn player (only serversided, so data is loaded)
+ m_Player = new cPlayer( this, GetUsername() ); // !!DO NOT INITIALIZE!! <- is done after receiving MoveLook Packet
+
+ cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_PLAYER_SPAWN, 1, m_Player ); // TODO - this function is called from a seperate thread, which might be dangerous
+
+ // Return a server login packet
+ cPacket_Login LoginResponse;
+ LoginResponse.m_ProtocolVersion = m_Player->GetUniqueID();
+ //LoginResponse.m_Username = "";
+ LoginResponse.m_ServerMode = m_Player->GetGameMode(); //set gamemode from world.
+ LoginResponse.m_MapSeed = 0;
+ LoginResponse.m_Dimension = 0;
+ Send( LoginResponse );
+
+ // Send position
+ Send( cPacket_PlayerMoveLook( m_Player ) );
+
+ // Send time
+ Send( cPacket_TimeUpdate( World->GetWorldTime() ) );
+
+ // Send inventory
+ m_Player->GetInventory().SendWholeInventory( this );
+
+ // Send health
+ Send( cPacket_UpdateHealth( (short)m_Player->GetHealth() ) );
+ World->UnlockEntities();
+ }
}
void cClientHandle::Send( const cPacket & a_Packet, ENUM_PRIORITY a_Priority /* = E_PRIORITY_NORMAL */ )