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m---------MCServer/Plugins/Core0
-rw-r--r--source/Entities/ProjectileEntity.cpp65
-rw-r--r--source/Entities/ProjectileEntity.h4
3 files changed, 44 insertions, 25 deletions
diff --git a/MCServer/Plugins/Core b/MCServer/Plugins/Core
-Subproject 9ec55bcdcaf8b3eea8e98e3e502890295dda14d
+Subproject de53a607f30c583e08c06b6e5eb936cd278ab8c
diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp
index c63b9523b..279e009cf 100644
--- a/source/Entities/ProjectileEntity.cpp
+++ b/source/Entities/ProjectileEntity.cpp
@@ -287,7 +287,11 @@ AString cProjectileEntity::GetMCAClassName(void) const
void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
- BroadcastMovementUpdate();
+
+ if (GetProjectileKind() != pkArrow) // See cArrow::Tick
+ {
+ BroadcastMovementUpdate();
+ }
}
@@ -391,7 +395,8 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
m_IsCritical(false),
m_Timer(0),
m_bIsCollected(false),
- m_HitBlockPos(Vector3i(0, 0, 0))
+ m_HitBlockPos(Vector3i(0, 0, 0)),
+ m_HitGroundTimer(0)
{
SetSpeed(a_Speed);
SetMass(0.1);
@@ -414,7 +419,8 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
m_IsCritical((a_Force >= 1)),
m_Timer(0),
m_bIsCollected(false),
- m_HitBlockPos(0, 0, 0)
+ m_HitBlockPos(0, 0, 0),
+ m_HitGroundTimer(0)
{
}
@@ -440,37 +446,29 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
{
- if (a_HitFace == BLOCK_FACE_NONE)
- {
- return;
- }
-
super::OnHitSolidBlock(a_HitPos, a_HitFace);
int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
- if (a_HitFace != BLOCK_FACE_YP)
+ if (a_HitFace != BLOCK_FACE_NONE)
{
- AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
- }
- else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM
- {
- a_Y--;
- }
- else
- {
- a_Y++;
+ if (a_HitFace != BLOCK_FACE_YP)
+ {
+ AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
+ }
+ else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM
+ {
+ a_Y--;
+ }
+ else
+ {
+ a_Y++;
+ }
}
m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
// Broadcast arrow hit sound
m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
-
- // Broadcast the position and speed packets before teleporting:
- BroadcastMovementUpdate();
-
- // Teleport the entity to the exact hit coords:
- m_World->BroadcastTeleportEntity(*this);
}
@@ -542,6 +540,25 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
if (m_IsInGround)
{
+ // When an arrow hits, the client sometimes doesn't think it's in the ground, and therefore it keeps on moving (glitches)
+ // Temporary fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised
+ // We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync
+ // BroadcastMovementUpdate seems to be part of its cause, but why?
+ // TODO: Find cause of arrow syncing issues and fix
+
+ if (m_HitGroundTimer != -1) // Sent a teleport already, don't do again
+ {
+ if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case
+ {
+ m_World->BroadcastTeleportEntity(*this);
+ m_HitGroundTimer = -1;
+ }
+ else
+ {
+ m_HitGroundTimer += a_Dt;
+ }
+ }
+
int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
diff --git a/source/Entities/ProjectileEntity.h b/source/Entities/ProjectileEntity.h
index 28dd76935..f62b53a42 100644
--- a/source/Entities/ProjectileEntity.h
+++ b/source/Entities/ProjectileEntity.h
@@ -83,7 +83,7 @@ protected:
/// True if the projectile has hit the ground and is stuck there
bool m_IsInGround;
-
+
// cEntity overrides:
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
@@ -159,6 +159,8 @@ protected:
/// Timer for pickup collection animation or five minute timeout
float m_Timer;
+ float m_HitGroundTimer;
+
/// If true, the arrow is in the process of being collected - don't go to anyone else
bool m_bIsCollected;