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Improve player movement speed checking
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@ -1326,14 +1326,24 @@ void Server::AsyncRunStep()
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Do background stuff
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*/
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/* Check player movements */
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/*
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Check player movements
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NOTE: Actually the server should handle player physics like the
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client does and compare player's position to what is calculated
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on our side. This is required when eg. players fly due to an
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explosion.
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*/
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{
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JMutexAutoLock lock(m_env_mutex);
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JMutexAutoLock lock2(m_con_mutex);
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//float player_max_speed = BS * 4.0; // Normal speed
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float player_max_speed = BS * 4.0 * 5; // Fast speed
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player_max_speed *= 1.5; // Tolerance
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float player_max_speed = BS * 20; // Fast speed
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float player_max_speed_up = BS * 20;
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player_max_speed *= 1.7; // Tolerance
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player_max_speed_up *= 1.7;
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for(core::map<u16, RemoteClient*>::Iterator
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i = m_clients.getIterator();
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@ -1345,12 +1355,21 @@ void Server::AsyncRunStep()
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if(player==NULL)
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continue;
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player->m_last_good_position_age += dtime;
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if(player->m_last_good_position_age > 1.0){
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if(player->m_last_good_position_age >= 2.0){
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float age = player->m_last_good_position_age;
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v3f diff = (player->getPosition() - player->m_last_good_position);
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if(diff.getLength() <= age * player_max_speed){
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float d_vert = diff.Y;
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diff.Y = 0;
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float d_horiz = diff.getLength();
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/*infostream<<player->getName()<<"'s horizontal speed is "
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<<(d_horiz/age)<<std::endl;*/
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if(d_horiz <= age * player_max_speed &&
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(d_vert < 0 || d_vert < age * player_max_speed_up)){
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player->m_last_good_position = player->getPosition();
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} else {
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actionstream<<"Player "<<player->getName()
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<<" moved too fast; resetting position"
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<<std::endl;
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player->setPosition(player->m_last_good_position);
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SendMovePlayer(player);
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}
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