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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2016-12-18 19:31:44 +0100
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2016-12-18 19:31:44 +0100
commit1f109febbaae43612c8f47058055ce3b101b3b12 (patch)
tree92ff2e9a36cc0c78bed7f7ec038bfa24fb5df433 /src/Entities/Player.h
parentAdded cWorld:SetSpawn() API and Lua binding (#3316) (diff)
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Diffstat (limited to 'src/Entities/Player.h')
-rw-r--r--src/Entities/Player.h81
1 files changed, 35 insertions, 46 deletions
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index f6e9da45e..c8e7b8297 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -40,9 +40,7 @@ public:
CLASS_PROTODEF(cPlayer)
- cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName);
-
- virtual bool Initialize(cWorld & a_World) override;
+ cPlayer(std::weak_ptr<cClientHandle> a_Client, const AString & a_PlayerName);
virtual ~cPlayer();
@@ -138,7 +136,7 @@ public:
/** Returns whether the player is climbing (ladders, vines etc.) */
bool IsClimbing(void) const;
- virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) override;
+ virtual void TeleportToCoords(const Vector3d & a_Position) override;
// tolua_begin
@@ -217,10 +215,6 @@ public:
void SetIP(const AString & a_IP);
- /** Forces the player to move in the given direction.
- @deprecated Use SetSpeed instead. */
- void ForceSetSpeed(const Vector3d & a_Speed); // tolua_export
-
cWindow * GetWindow(void) { return m_CurrentWindow; } // tolua_export
const cWindow * GetWindow(void) const { return m_CurrentWindow; }
@@ -236,28 +230,28 @@ public:
void CloseWindowIfID(char a_WindowID, bool a_CanRefuse = true);
/** Returns the raw client handle associated with the player. */
- cClientHandle * GetClientHandle(void) const { return m_ClientHandle.get(); }
+ cClientHandle * GetClientHandle(void) const { return m_ClientHandle.lock().get(); }
// tolua_end
/** Returns the SharedPtr to client handle associated with the player. */
- cClientHandlePtr GetClientHandlePtr(void) const { return m_ClientHandle; }
+ std::weak_ptr<cClientHandle> GetClientHandlePtr(void) const { return m_ClientHandle; }
// tolua_begin
- void SendMessage (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtCustom); }
- void SendMessageInfo (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtInformation); }
- void SendMessageFailure (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); }
- void SendMessageSuccess (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtSuccess); }
- void SendMessageWarning (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtWarning); }
- void SendMessageFatal (const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); }
- void SendMessagePrivateMsg (const AString & a_Message, const AString & a_Sender) { m_ClientHandle->SendChat(a_Message, mtPrivateMessage, a_Sender); }
- void SendMessage (const cCompositeChat & a_Message) { m_ClientHandle->SendChat(a_Message); }
+ void SendMessage(const AString & a_Message);
+ void SendMessageInfo(const AString & a_Message);
+ void SendMessageFailure(const AString & a_Message);
+ void SendMessageSuccess(const AString & a_Message);
+ void SendMessageWarning(const AString & a_Message);
+ void SendMessageFatal(const AString & a_Message);
+ void SendMessagePrivateMsg(const AString & a_Message, const AString & a_Sender);
+ void SendMessage(const cCompositeChat & a_Message);
- void SendSystemMessage (const AString & a_Message) { m_ClientHandle->SendChatSystem(a_Message, mtCustom); }
- void SendAboveActionBarMessage(const AString & a_Message) { m_ClientHandle->SendChatAboveActionBar(a_Message, mtCustom); }
- void SendSystemMessage (const cCompositeChat & a_Message) { m_ClientHandle->SendChatSystem(a_Message); }
- void SendAboveActionBarMessage(const cCompositeChat & a_Message) { m_ClientHandle->SendChatAboveActionBar(a_Message); }
+ void SendSystemMessage(const AString & a_Message);
+ void SendAboveActionBarMessage(const AString & a_Message);
+ void SendSystemMessage(const cCompositeChat & a_Message);
+ void SendAboveActionBarMessage(const cCompositeChat & a_Message);
const AString & GetName(void) const { return m_PlayerName; }
void SetName(const AString & a_Name) { m_PlayerName = a_Name; }
@@ -266,7 +260,7 @@ public:
bool HasPermission(const AString & a_Permission); // tolua_export
- /** Returns true iff a_Permission matches the a_Template.
+ /** Returns true if a_Permission matches the a_Template.
A match is defined by either being exactly the same, or each sub-item matches until there's a wildcard in a_Template.
Ie. {"a", "b", "c"} matches {"a", "b", "*"} but doesn't match {"a", "b"} */
static bool PermissionMatches(const AStringVector & a_Permission, const AStringVector & a_Template); // Exported in ManualBindings with AString params
@@ -367,12 +361,22 @@ public:
bool IsVisible(void) const { return m_bVisible; } // tolua_export
/** Moves the player to the specified world.
- Returns true if successful, false on failure (world not found). */
- virtual bool DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition) override;
+ Overloads cEntity to perform additional housekeeping with regards to the clienthandle and world. */
+ virtual bool OnPreWorldTravel(cWorld & a_NewWorld) override;
+
+ /** Sets the player to the correct coordinates having changed world.
+ Overloads cEntity to ensure we return to our own spawn point (not the world spawn) when returning from the End. */
+ virtual void OnPostWorldTravel(eDimension a_PreviousDimension, const Vector3d & a_RecommendedPosition) override;
/** Saves all player data, such as inventory, to JSON */
bool SaveToDisk(void);
+ /** Returns whether the player is in the process of changing worlds in a thread-safe manner. */
+ bool IsChangingWorlds(void) const { return m_IsChangingWorlds; }
+
+ /** Sets whether the player is in the process of changing worlds in a thread-safe manner. */
+ void SetIsChangingWorlds(bool a_Flag) { m_IsChangingWorlds = a_Flag; }
+
typedef cWorld * cWorldPtr;
/** Loads the player data from the disk file
@@ -517,10 +521,6 @@ public:
virtual void Detach(void) override;
- /** Called by cClientHandle when the client is being destroyed.
- The player removes its m_ClientHandle ownership so that the ClientHandle gets deleted. */
- void RemoveClientHandle(void);
-
protected:
typedef std::vector<std::vector<AString> > AStringVectorVector;
@@ -598,16 +598,13 @@ protected:
std::chrono::steady_clock::time_point m_LastPlayerListTime;
- cClientHandlePtr m_ClientHandle;
+ std::weak_ptr<cClientHandle> m_ClientHandle;
cSlotNums m_InventoryPaintSlots;
/** If true, we are locking m_Position to m_FrozenPosition. */
bool m_IsFrozen;
- /** Was the player frozen manually by a plugin or automatically by the server? */
- bool m_IsManuallyFrozen;
-
/** Max speed, relative to the game default.
1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
Default value is 1. */
@@ -659,10 +656,10 @@ protected:
Default save interval is #defined in PLAYER_INVENTORY_SAVE_INTERVAL */
unsigned int m_TicksUntilNextSave;
- /** Flag used by food handling system to determine whether a teleport has just happened
- Will not apply food penalties if found to be true; will set to false after processing
- */
- bool m_bIsTeleporting;
+ /** Flag indicating whether the entity is in the process of changing worlds.
+ MAY be accessed concurrently.
+ Used currently to prevent chunk sending before the player is added to the destination world. */
+ std::atomic_bool m_IsChangingWorlds;
/** The short UUID (no dashes) of the player, as read from the ClientHandle.
If no ClientHandle is given, the UUID is initialized to empty. */
@@ -673,9 +670,6 @@ protected:
/** Sets the speed and sends it to the client, so that they are forced to move so. */
virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) override;
- void ResolvePermissions(void);
- void ResolveGroups(void);
-
virtual void Destroyed(void) override;
/** Filters out damage for creative mode / friendly fire */
@@ -697,9 +691,4 @@ protected:
This can be used both for online and offline UUIDs. */
AString GetUUIDFileName(const AString & a_UUID);
-private:
-
- /** Pins the player to a_Location until Unfreeze() is called.
- If ManuallyFrozen is false, the player will unfreeze when the chunk is loaded. */
- void FreezeInternal(const Vector3d & a_Location, bool a_ManuallyFrozen);
-} ; // tolua_export
+}; // tolua_export