Proper player inventory and hp modification tracking and sending accordingly

This commit is contained in:
Perttu Ahola 2011-11-29 23:18:20 +02:00
parent b2c905d800
commit e109ed5cef
3 changed files with 57 additions and 20 deletions

@ -184,13 +184,17 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
ServerActiveObject(env, v3f(0,0,0)),
m_last_good_position(0,0,0),
m_last_good_position_age(0),
m_additional_items()
m_additional_items(),
m_inventory_not_sent(false),
m_hp_not_sent(false)
{
}
ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
const char *name_):
Player(env->getGameDef()),
ServerActiveObject(env, pos_)
ServerActiveObject(env, pos_),
m_inventory_not_sent(false),
m_hp_not_sent(false)
{
setPosition(pos_);
peer_id = peer_id_;
@ -250,6 +254,8 @@ bool ServerRemotePlayer::addToInventory(InventoryItem *item)
InventoryItem *leftover = ilist->addItem(item);
assert(!leftover);
m_inventory_not_sent = true;
return true;
}
void ServerRemotePlayer::addToInventoryLater(InventoryItem *item)
@ -295,9 +301,12 @@ void ServerRemotePlayer::completeAddToInventoryLater(u16 preferred_index)
delete leftover;
}
m_additional_items.clear();
m_inventory_not_sent = true;
}
void ServerRemotePlayer::setHP(s16 hp_)
{
s16 oldhp = hp;
hp = hp_;
// FIXME: don't hardcode maximum HP, make configurable per object
@ -305,6 +314,9 @@ void ServerRemotePlayer::setHP(s16 hp_)
hp = 0;
else if(hp > 20)
hp = 20;
if(hp != oldhp)
m_hp_not_sent = true;
}
s16 ServerRemotePlayer::getHP()
{

@ -238,6 +238,8 @@ public:
v3f m_last_good_position;
float m_last_good_position_age;
std::vector<InventoryItem*> m_additional_items;
bool m_inventory_not_sent;
bool m_hp_not_sent;
private:
};

@ -1376,12 +1376,7 @@ void Server::AsyncRunStep()
*/
/*
Check player movements
NOTE: Actually the server should handle player physics like the
client does and compare player's position to what is calculated
on our side. This is required when eg. players fly due to an
explosion.
Handle players
*/
{
JMutexAutoLock lock(m_env_mutex);
@ -1404,6 +1399,15 @@ void Server::AsyncRunStep()
(m_env->getPlayer(client->peer_id));
if(player==NULL)
continue;
/*
Check player movements
NOTE: Actually the server should handle player physics like the
client does and compare player's position to what is calculated
on our side. This is required when eg. players fly due to an
explosion.
*/
player->m_last_good_position_age += dtime;
if(player->m_last_good_position_age >= 2.0){
float age = player->m_last_good_position_age;
@ -1425,6 +1429,17 @@ void Server::AsyncRunStep()
}
player->m_last_good_position_age = 0;
}
/*
Send player inventories and HPs if necessary
*/
if(player->m_inventory_not_sent){
UpdateCrafting(player->peer_id);
SendInventory(player->peer_id);
}
if(player->m_hp_not_sent){
SendPlayerHP(player);
}
}
}
@ -3181,6 +3196,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
{
mlist->deleteItem(item_i);
}
srp->m_inventory_not_sent = true;
}
}
@ -3208,6 +3225,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
{
// Add a item to inventory
player->inventory.addItem("main", item);
srp->m_inventory_not_sent = true;
}
item = NULL;
@ -3232,6 +3250,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
{
// Add a item to inventory
player->inventory.addItem("main", item);
srp->m_inventory_not_sent = true;
}
}
@ -3373,6 +3392,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
ilist->deleteItem(item_i);
else
mitem->remove(1);
srp->m_inventory_not_sent = true;
}
/*
@ -3480,9 +3500,11 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
if(remove && g_settings->getBool("creative_mode") == false)
{
InventoryList *ilist = player->inventory.getList("main");
if(ilist)
if(ilist){
// Remove from inventory and send inventory
ilist->deleteItem(item_i);
srp->m_inventory_not_sent = true;
}
}
}
}
@ -3534,12 +3556,15 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
<<", pointing at "<<pointed.dump()<<std::endl;
bool remove = item->use(m_env, srp, pointed);
if(remove && g_settings->getBool("creative_mode") == false)
{
InventoryList *ilist = player->inventory.getList("main");
if(ilist)
if(ilist){
// Remove from inventory and send inventory
ilist->deleteItem(item_i);
srp->m_inventory_not_sent = true;
}
}
} // action == 4
@ -3555,11 +3580,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Complete add_to_inventory_later
srp->completeAddToInventoryLater(item_i);
// Send inventory
// FIXME: Shouldn't be done unless something changed.
UpdateCrafting(player->peer_id);
SendInventory(player->peer_id);
}
else
{
@ -3618,9 +3638,9 @@ void Server::inventoryModified(InventoryContext *c, std::string id)
if(id == "current_player")
{
assert(c->current_player);
// Send inventory
UpdateCrafting(c->current_player->peer_id);
SendInventory(c->current_player->peer_id);
ServerRemotePlayer *srp =
static_cast<ServerRemotePlayer*>(c->current_player);
srp->m_inventory_not_sent = true;
return;
}
@ -3912,9 +3932,12 @@ void Server::SendInventory(u16 peer_id)
{
DSTACK(__FUNCTION_NAME);
Player* player = m_env->getPlayer(peer_id);
ServerRemotePlayer* player =
static_cast<ServerRemotePlayer*>(m_env->getPlayer(peer_id));
assert(player);
player->m_inventory_not_sent = false;
/*
Serialize it
*/