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Load blocks and objects behind player when in third-persion front-view (#13431)
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@ -1014,8 +1014,8 @@ void Client::Send(NetworkPacket* pkt)
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serverCommandFactoryTable[pkt->getCommand()].reliable);
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}
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// Will fill up 12 + 12 + 4 + 4 + 4 bytes
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void writePlayerPos(LocalPlayer *myplayer, ClientMap *clientMap, NetworkPacket *pkt)
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// Will fill up 12 + 12 + 4 + 4 + 4 + 1 + 1 + 1 bytes
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void writePlayerPos(LocalPlayer *myplayer, ClientMap *clientMap, NetworkPacket *pkt, bool camera_inverted)
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{
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v3f pf = myplayer->getPosition() * 100;
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v3f sf = myplayer->getSpeed() * 100;
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@ -1039,9 +1039,11 @@ void writePlayerPos(LocalPlayer *myplayer, ClientMap *clientMap, NetworkPacket *
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[12+12+4+4] u32 keyPressed
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[12+12+4+4+4] u8 fov*80
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[12+12+4+4+4+1] u8 ceil(wanted_range / MAP_BLOCKSIZE)
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[12+12+4+4+4+1+1] u8 camera_inverted (bool)
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*/
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*pkt << position << speed << pitch << yaw << keyPressed;
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*pkt << fov << wanted_range;
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*pkt << camera_inverted;
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}
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void Client::interact(InteractAction action, const PointedThing& pointed)
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@ -1076,7 +1078,7 @@ void Client::interact(InteractAction action, const PointedThing& pointed)
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pkt.putLongString(tmp_os.str());
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writePlayerPos(myplayer, &m_env.getClientMap(), &pkt);
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writePlayerPos(myplayer, &m_env.getClientMap(), &pkt, m_camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT);
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Send(&pkt);
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}
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@ -1378,6 +1380,7 @@ void Client::sendPlayerPos()
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u8 wanted_range = map.getControl().wanted_range;
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u32 keyPressed = player->control.getKeysPressed();
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bool camera_inverted = m_camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT;
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if (
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player->last_position == player->getPosition() &&
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@ -1386,6 +1389,7 @@ void Client::sendPlayerPos()
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player->last_yaw == player->getYaw() &&
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player->last_keyPressed == keyPressed &&
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player->last_camera_fov == camera_fov &&
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player->last_camera_inverted == camera_inverted &&
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player->last_wanted_range == wanted_range)
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return;
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@ -1395,11 +1399,12 @@ void Client::sendPlayerPos()
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player->last_yaw = player->getYaw();
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player->last_keyPressed = keyPressed;
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player->last_camera_fov = camera_fov;
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player->last_camera_inverted = camera_inverted;
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player->last_wanted_range = wanted_range;
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NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1);
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NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1 + 1);
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writePlayerPos(player, &map, &pkt);
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writePlayerPos(player, &map, &pkt, camera_inverted);
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Send(&pkt);
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}
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@ -84,6 +84,7 @@ public:
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u32 last_keyPressed = 0;
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u8 last_camera_fov = 0;
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u8 last_wanted_range = 0;
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bool last_camera_inverted = false;
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float camera_impact = 0.0f;
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@ -149,6 +149,9 @@ void RemoteClient::GetNextBlocks (
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camera_dir.rotateYZBy(sao->getLookPitch());
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camera_dir.rotateXZBy(sao->getRotation().Y);
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if (sao->getCameraInverted())
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camera_dir = -camera_dir;
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u16 max_simul_sends_usually = m_max_simul_sends;
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/*
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@ -920,8 +920,10 @@ enum ToServerCommand
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[2+12+12] s32 pitch*100
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[2+12+12+4] s32 yaw*100
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[2+12+12+4+4] u32 keyPressed
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[2+12+12+4+4+1] u8 fov*80
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[2+12+12+4+4+4] u8 fov*80
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[2+12+12+4+4+4+1] u8 ceil(wanted_range / MAP_BLOCKSIZE)
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[2+12+12+4+4+4+1+1] u8 camera_inverted (bool)
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*/
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TOSERVER_GOTBLOCKS = 0x24,
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@ -478,11 +478,14 @@ void Server::process_PlayerPos(RemotePlayer *player, PlayerSAO *playersao,
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f32 fov = 0;
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u8 wanted_range = 0;
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u8 bits = 0; // bits instead of bool so it is extensible later
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*pkt >> keyPressed;
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*pkt >> f32fov;
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fov = (f32)f32fov / 80.0f;
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*pkt >> wanted_range;
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if (pkt->getRemainingBytes() >= 1)
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*pkt >> bits;
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v3f position((f32)ps.X / 100.0f, (f32)ps.Y / 100.0f, (f32)ps.Z / 100.0f);
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v3f speed((f32)ss.X / 100.0f, (f32)ss.Y / 100.0f, (f32)ss.Z / 100.0f);
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@ -500,6 +503,7 @@ void Server::process_PlayerPos(RemotePlayer *player, PlayerSAO *playersao,
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playersao->setPlayerYaw(yaw);
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playersao->setFov(fov);
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playersao->setWantedRange(wanted_range);
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playersao->setCameraInverted(bits & 0x01);
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player->control.unpackKeysPressed(keyPressed);
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@ -105,6 +105,8 @@ public:
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f32 getFov() const { return m_fov; }
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void setWantedRange(const s16 range);
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s16 getWantedRange() const { return m_wanted_range; }
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void setCameraInverted(bool camera_inverted) { m_camera_inverted = camera_inverted; }
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bool getCameraInverted() const { return m_camera_inverted; }
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/*
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Interaction interface
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@ -219,6 +221,8 @@ private:
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f32 m_fov = 0.0f;
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s16 m_wanted_range = 0.0f;
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bool m_camera_inverted = false; // this is not store in the player db
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SimpleMetadata m_meta;
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public:
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@ -352,6 +352,8 @@ void ActiveBlockList::update(std::vector<PlayerSAO*> &active_players,
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v3f camera_dir = v3f(0,0,1);
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camera_dir.rotateYZBy(playersao->getLookPitch());
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camera_dir.rotateXZBy(playersao->getRotation().Y);
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if (playersao->getCameraInverted())
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camera_dir = -camera_dir;
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fillViewConeBlock(pos,
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player_ao_range,
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playersao->getEyePosition(),
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