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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2014-04-23 22:06:46 +0200
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2014-04-23 22:06:46 +0200
commit7f5cf417de5e83641e6aa0998cc9dc8b377346b6 (patch)
treeeb33b435797e5b23675fd9bb625f4c54bbbdd9a2 /src/Entities/Entity.cpp
parentSmall changes (diff)
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Diffstat (limited to 'src/Entities/Entity.cpp')
-rw-r--r--src/Entities/Entity.cpp182
1 files changed, 90 insertions, 92 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 56ef36ef8..25ae4c7d8 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -10,7 +10,6 @@
#include "../Simulator/FluidSimulator.h"
#include "../Bindings/PluginManager.h"
#include "../Tracer.h"
-#include "Minecart.h"
#include "Player.h"
@@ -32,16 +31,10 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
, m_Attachee(NULL)
, m_bDirtyHead(true)
, m_bDirtyOrientation(true)
- , m_bDirtyPosition(true)
- , m_bDirtySpeed(true)
- , m_bOnGround( false )
- , m_Gravity( -9.81f )
- , m_LastPosX( 0.0 )
- , m_LastPosY( 0.0 )
- , m_LastPosZ( 0.0 )
- , m_TimeLastTeleportPacket(0)
- , m_TimeLastMoveReltPacket(0)
- , m_TimeLastSpeedPacket(0)
+ , m_bHasSentNoSpeed(true)
+ , m_bOnGround(false)
+ , m_Gravity(-9.81f)
+ , m_LastPos(a_X, a_Y, a_Z)
, m_IsInitialized(false)
, m_EntityType(a_EntityType)
, m_World(NULL)
@@ -52,7 +45,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
, m_TicksSinceLastVoidDamage(0)
, m_IsSwimming(false)
, m_IsSubmerged(false)
- , m_HeadYaw( 0.0 )
+ , m_HeadYaw(0.0)
, m_Rot(0.0, 0.0, 0.0)
, m_Pos(a_X, a_Y, a_Z)
, m_WaterSpeed(0, 0, 0)
@@ -725,30 +718,45 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
NextSpeed += m_WaterSpeed;
- if( NextSpeed.SqrLength() > 0.f )
+ if (NextSpeed.SqrLength() > 0.f)
{
- cTracer Tracer( GetWorld() );
- bool HasHit = Tracer.Trace( NextPos, NextSpeed, 2 );
- if (HasHit) // Oh noez! we hit something
+ cTracer Tracer(GetWorld());
+
+ bool HasHit = Tracer.Trace(NextPos, NextSpeed,
+ // Distance traced is an integer, so we round up from the distance we should go (Speed * Delta), else we will encounter collision detection failures
+ (int)(ceil((NextSpeed * a_Dt).SqrLength()) * 2)
+ );
+
+ if (HasHit)
{
- // Set to hit position
+ // Oh noez! We hit something: verify that the (hit position - current) was smaller or equal to the (position that we should travel without obstacles - current)
+ // This is because previously, we traced with a length that was rounded up (due to integer limitations), and in the case that something was hit, we don't want to overshoot our projected movement
if ((Tracer.RealHit - NextPos).SqrLength() <= (NextSpeed * a_Dt).SqrLength())
{
+ // Block hit was within our projected path
+ // Begin by stopping movement in the direction that we hit something. The Normal is the line perpendicular to a 2D face and in this case, stores what block face was hit through either -1 or 1.
+ // Por ejemplo: HitNormal.y = -1 : BLOCK_FACE_YM; HitNormal.y = 1 : BLOCK_FACE_YP
if (Tracer.HitNormal.x != 0.f) NextSpeed.x = 0.f;
if (Tracer.HitNormal.y != 0.f) NextSpeed.y = 0.f;
if (Tracer.HitNormal.z != 0.f) NextSpeed.z = 0.f;
- if (Tracer.HitNormal.y > 0) // means on ground
+ if (Tracer.HitNormal.y == 1) // Hit BLOCK_FACE_YP, we are on the ground
{
m_bOnGround = true;
}
- NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
- NextPos.x += Tracer.HitNormal.x * 0.3f;
- NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot
- NextPos.z += Tracer.HitNormal.z * 0.3f;
+
+ // Now, set our position to the hit block (i.e. move part way along our intended trajectory)
+ NextPos.Set(Tracer.RealHit.x, Tracer.RealHit.y, Tracer.RealHit.z);
+ NextPos.x += Tracer.HitNormal.x * 0.1;
+ NextPos.y += Tracer.HitNormal.y * 0.05;
+ NextPos.z += Tracer.HitNormal.z * 0.1;
}
else
{
+ // We have hit a block but overshot our intended trajectory, move normally, safe in the warm cocoon of knowledge that we won't appear to teleport forwards on clients,
+ // and that this piece of software will come to be hailed as the epitome of performance and functionality in C++, never before seen, and of such a like that will never
+ // be henceforth seen again in the time of programmers and man alike
+ // </&sensationalist>
NextPos += (NextSpeed * a_Dt);
}
}
@@ -934,8 +942,8 @@ void cEntity::SetSwimState(cChunk & a_Chunk)
{
// This sometimes happens on Linux machines
// Ref.: http://forum.mc-server.org/showthread.php?tid=1244
- LOGD("SetSwimState failure: RelX = %d, RelZ = %d, LastPos = {%.02f, %.02f}, Pos = %.02f, %.02f}",
- RelX, RelY, m_LastPosX, m_LastPosZ, GetPosX(), GetPosZ()
+ LOGD("SetSwimState failure: RelX = %d, RelZ = %d, Pos = %.02f, %.02f}",
+ RelX, RelY, GetPosX(), GetPosZ()
);
m_IsSwimming = false;
m_IsSubmerged = false;
@@ -1092,72 +1100,70 @@ void cEntity::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
- // Send velocity packet every two ticks if: speed is not negligible or speed was set (as indicated by the DirtySpeed flag)
- if (((m_Speed.SqrLength() > 0.0004f) || m_bDirtySpeed) && ((m_World->GetWorldAge() - m_TimeLastSpeedPacket) >= 2))
+ // Process packet sending every two ticks
+ if (GetWorld()->GetWorldAge() % 2 == 0)
{
- m_World->BroadcastEntityVelocity(*this,a_Exclude);
- m_bDirtySpeed = false;
- m_TimeLastSpeedPacket = m_World->GetWorldAge();
- }
-
- // Have to process position related packets this every two ticks
- if (m_World->GetWorldAge() % 2 == 0)
- {
- int DiffX = (int) (floor(GetPosX() * 32.0) - floor(m_LastPosX * 32.0));
- int DiffY = (int) (floor(GetPosY() * 32.0) - floor(m_LastPosY * 32.0));
- int DiffZ = (int) (floor(GetPosZ() * 32.0) - floor(m_LastPosZ * 32.0));
- Int64 DiffTeleportPacket = m_World->GetWorldAge() - m_TimeLastTeleportPacket;
- // 4 blocks is max Relative So if the Diff is greater than 127 or. Send an absolute position every 20 seconds
- if (DiffTeleportPacket >= 400 ||
- ((DiffX > 127) || (DiffX < -128) ||
- (DiffY > 127) || (DiffY < -128) ||
- (DiffZ > 127) || (DiffZ < -128)))
+ double SpeedSqr = GetSpeed().SqrLength();
+ if (SpeedSqr == 0.0)
{
- //
- m_World->BroadcastTeleportEntity(*this,a_Exclude);
- m_TimeLastTeleportPacket = m_World->GetWorldAge();
- m_TimeLastMoveReltPacket = m_TimeLastTeleportPacket; //Must synchronize.
- m_LastPosX = GetPosX();
- m_LastPosY = GetPosY();
- m_LastPosZ = GetPosZ();
- m_bDirtyPosition = false;
- m_bDirtyOrientation = false;
+ // Speed is zero, send this to clients once only as well as an absolute position
+ if (!m_bHasSentNoSpeed)
+ {
+ m_World->BroadcastEntityVelocity(*this, a_Exclude);
+ m_World->BroadcastTeleportEntity(*this, a_Exclude);
+ m_bHasSentNoSpeed = true;
+ }
}
else
{
- Int64 DiffMoveRelPacket = m_World->GetWorldAge() - m_TimeLastMoveReltPacket;
- //if the change is big enough.
- if ((abs(DiffX) >= 4 || abs(DiffY) >= 4 || abs(DiffZ) >= 4 || DiffMoveRelPacket >= 60) && m_bDirtyPosition)
+ // Movin'
+ m_World->BroadcastEntityVelocity(*this, a_Exclude);
+ m_bHasSentNoSpeed = false;
+ }
+
+ // TODO: Pickups move disgracefully if relative move packets are sent as opposed to just velocity. Have a system to send relmove only when SetPosXXX() is called with a large difference in position
+ int DiffX = (int)(floor(GetPosX() * 32.0) - floor(m_LastPos.x * 32.0));
+ int DiffY = (int)(floor(GetPosY() * 32.0) - floor(m_LastPos.y * 32.0));
+ int DiffZ = (int)(floor(GetPosZ() * 32.0) - floor(m_LastPos.z * 32.0));
+
+ if ((abs(DiffX) >= 4) || (abs(DiffY) >= 4) || (abs(DiffZ) >= 4))
+ {
+ if ((abs(DiffX) <= 127) && (abs(DiffY) <= 127) && (abs(DiffZ) <= 127)) // Limitations of a Byte
{
+ // Difference within Byte limitations, use a relative move packet
if (m_bDirtyOrientation)
{
- m_World->BroadcastEntityRelMoveLook(*this, (char)DiffX, (char)DiffY, (char)DiffZ,a_Exclude);
+ m_World->BroadcastEntityRelMoveLook(*this, (char)DiffX, (char)DiffY, (char)DiffZ, a_Exclude);
m_bDirtyOrientation = false;
}
else
{
- m_World->BroadcastEntityRelMove(*this, (char)DiffX, (char)DiffY, (char)DiffZ,a_Exclude);
+ m_World->BroadcastEntityRelMove(*this, (char)DiffX, (char)DiffY, (char)DiffZ, a_Exclude);
}
- m_LastPosX = GetPosX();
- m_LastPosY = GetPosY();
- m_LastPosZ = GetPosZ();
- m_bDirtyPosition = false;
- m_TimeLastMoveReltPacket = m_World->GetWorldAge();
+ // Clients seem to store two positions, one for the velocity packet and one for the teleport/relmove packet
+ // The latter is only changed with a relmove/teleport, and m_LastPos stores this position
+ m_LastPos = GetPosition();
}
else
{
- if (m_bDirtyOrientation)
- {
- m_World->BroadcastEntityLook(*this,a_Exclude);
- m_bDirtyOrientation = false;
- }
- }
+ // Too big a movement, do a teleport
+ m_World->BroadcastTeleportEntity(*this, a_Exclude);
+ m_LastPos = GetPosition(); // See above
+ m_bDirtyOrientation = false;
+ }
}
+
if (m_bDirtyHead)
{
- m_World->BroadcastEntityHeadLook(*this,a_Exclude);
+ m_World->BroadcastEntityHeadLook(*this, a_Exclude);
m_bDirtyHead = false;
}
+ if (m_bDirtyOrientation)
+ {
+ // Send individual update in case above (sending with rel-move packet) wasn't done
+ GetWorld()->BroadcastEntityLook(*this, a_Exclude);
+ m_bDirtyOrientation = false;
+ }
}
}
@@ -1297,7 +1303,7 @@ void cEntity::SetRoll(double a_Roll)
void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
- m_bDirtySpeed = true;
+
WrapSpeed();
}
@@ -1307,7 +1313,7 @@ void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
void cEntity::SetSpeedX(double a_SpeedX)
{
m_Speed.x = a_SpeedX;
- m_bDirtySpeed = true;
+
WrapSpeed();
}
@@ -1317,7 +1323,7 @@ void cEntity::SetSpeedX(double a_SpeedX)
void cEntity::SetSpeedY(double a_SpeedY)
{
m_Speed.y = a_SpeedY;
- m_bDirtySpeed = true;
+
WrapSpeed();
}
@@ -1327,7 +1333,7 @@ void cEntity::SetSpeedY(double a_SpeedY)
void cEntity::SetSpeedZ(double a_SpeedZ)
{
m_Speed.z = a_SpeedZ;
- m_bDirtySpeed = true;
+
WrapSpeed();
}
@@ -1347,7 +1353,7 @@ void cEntity::SetWidth(double a_Width)
void cEntity::AddPosX(double a_AddPosX)
{
m_Pos.x += a_AddPosX;
- m_bDirtyPosition = true;
+
}
@@ -1356,7 +1362,7 @@ void cEntity::AddPosX(double a_AddPosX)
void cEntity::AddPosY(double a_AddPosY)
{
m_Pos.y += a_AddPosY;
- m_bDirtyPosition = true;
+
}
@@ -1365,7 +1371,7 @@ void cEntity::AddPosY(double a_AddPosY)
void cEntity::AddPosZ(double a_AddPosZ)
{
m_Pos.z += a_AddPosZ;
- m_bDirtyPosition = true;
+
}
@@ -1376,7 +1382,7 @@ void cEntity::AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ)
m_Pos.x += a_AddPosX;
m_Pos.y += a_AddPosY;
m_Pos.z += a_AddPosZ;
- m_bDirtyPosition = true;
+
}
@@ -1386,8 +1392,7 @@ void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeed
{
m_Speed.x += a_AddSpeedX;
m_Speed.y += a_AddSpeedY;
- m_Speed.z += a_AddSpeedZ;
- m_bDirtySpeed = true;
+ m_Speed.z += a_AddSpeedZ;
WrapSpeed();
}
@@ -1397,8 +1402,7 @@ void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeed
void cEntity::AddSpeedX(double a_AddSpeedX)
{
- m_Speed.x += a_AddSpeedX;
- m_bDirtySpeed = true;
+ m_Speed.x += a_AddSpeedX;
WrapSpeed();
}
@@ -1408,8 +1412,7 @@ void cEntity::AddSpeedX(double a_AddSpeedX)
void cEntity::AddSpeedY(double a_AddSpeedY)
{
- m_Speed.y += a_AddSpeedY;
- m_bDirtySpeed = true;
+ m_Speed.y += a_AddSpeedY;
WrapSpeed();
}
@@ -1419,8 +1422,7 @@ void cEntity::AddSpeedY(double a_AddSpeedY)
void cEntity::AddSpeedZ(double a_AddSpeedZ)
{
- m_Speed.z += a_AddSpeedZ;
- m_bDirtySpeed = true;
+ m_Speed.z += a_AddSpeedZ;
WrapSpeed();
}
@@ -1475,8 +1477,7 @@ Vector3d cEntity::GetLookVector(void) const
// Set position
void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
{
- m_Pos.Set(a_PosX, a_PosY, a_PosZ);
- m_bDirtyPosition = true;
+ m_Pos.Set(a_PosX, a_PosY, a_PosZ);
}
@@ -1485,8 +1486,7 @@ void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
void cEntity::SetPosX(double a_PosX)
{
- m_Pos.x = a_PosX;
- m_bDirtyPosition = true;
+ m_Pos.x = a_PosX;
}
@@ -1495,8 +1495,7 @@ void cEntity::SetPosX(double a_PosX)
void cEntity::SetPosY(double a_PosY)
{
- m_Pos.y = a_PosY;
- m_bDirtyPosition = true;
+ m_Pos.y = a_PosY;
}
@@ -1506,7 +1505,6 @@ void cEntity::SetPosY(double a_PosY)
void cEntity::SetPosZ(double a_PosZ)
{
m_Pos.z = a_PosZ;
- m_bDirtyPosition = true;
}