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Force send a mapblock to a player (#8140)
* Force send a mapblock to a player. Send a single mapblock to a specific remote player. This is badly needed for mods and games where players are teleported into terrain which may be not generated, loaded, or modified significantly since the last player visit. In all these cases, the player currently ends up in void, air, or inside blocks which not only looks bad, but has the effect that the player might end up falling and then the server needs to correct for the player position again later, which is a hack. The best solution is to send at least the single mapblock that the player will be teleported to. I've tested this with ITB which does this all the time, and I can see it functioning as expected (it even shows a half loaded entry hallway, as the further blocks aren't loaded yet). The parameter is a blockpos (table of x, y, z), not a regular pos. The function may return false if the call failed. This is most likely due to the target position not being generated or emerged yet, or another internal failure, such as the player not being initialized. * Always send mapblock on teleport or respawn. This avoids the need for mods to send a mapblock on teleport or respawn, since any call to `player:set_pos()` will pass this code.
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@ -5382,6 +5382,11 @@ This is basically a reference to a C++ `ServerActiveObject`
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* in first person view
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* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
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* `get_eye_offset()`: returns `offset_first` and `offset_third`
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* `send_mapblock(blockpos)`:
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* Sends a server-side loaded mapblock to the player.
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* Returns `false` if failed.
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* Resource intensive - use sparsely
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* To get blockpos, integer divide pos by 16
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`PcgRandom`
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-----------
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@ -1205,6 +1205,10 @@ void PlayerSAO::setPos(const v3f &pos)
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if(isAttached())
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return;
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// Send mapblock of target location
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v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
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m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
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setBasePosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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@ -584,6 +584,24 @@ int ObjectRef::l_get_eye_offset(lua_State *L)
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return 2;
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}
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// send_mapblock(self, pos)
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int ObjectRef::l_send_mapblock(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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RemotePlayer *player = getplayer(ref);
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if (!player)
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return 0;
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v3s16 p = read_v3s16(L, 2);
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session_t peer_id = player->getPeerId();
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bool r = getServer(L)->SendBlock(peer_id, p);
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lua_pushboolean(L, r);
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return 1;
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}
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// set_animation_frame_speed(self, frame_speed)
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int ObjectRef::l_set_animation_frame_speed(lua_State *L)
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{
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@ -1958,5 +1976,6 @@ luaL_Reg ObjectRef::methods[] = {
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luamethod(ObjectRef, get_local_animation),
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luamethod(ObjectRef, set_eye_offset),
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luamethod(ObjectRef, get_eye_offset),
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luamethod(ObjectRef, send_mapblock),
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{0,0}
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};
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@ -351,4 +351,6 @@ private:
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// get_nametag_attributes(self)
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static int l_get_nametag_attributes(lua_State *L);
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// send_mapblock(pos)
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static int l_send_mapblock(lua_State *L);
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};
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@ -2312,6 +2312,28 @@ void Server::SendBlocks(float dtime)
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m_clients.unlock();
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}
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bool Server::SendBlock(session_t peer_id, const v3s16 &blockpos)
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{
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MapBlock *block = nullptr;
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try {
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block = m_env->getMap().getBlockNoCreate(blockpos);
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} catch (InvalidPositionException &e) {};
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if (!block)
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return false;
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m_clients.lock();
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RemoteClient *client = m_clients.lockedGetClientNoEx(peer_id, CS_Active);
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if (!client || client->isBlockSent(blockpos)) {
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m_clients.unlock();
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return false;
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}
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SendBlockNoLock(peer_id, block, client->serialization_version,
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client->net_proto_version);
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m_clients.unlock();
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return true;
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}
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void Server::fillMediaCache()
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{
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infostream<<"Server: Calculating media file checksums"<<std::endl;
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@ -344,6 +344,9 @@ public:
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bool sendModChannelMessage(const std::string &channel, const std::string &message);
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ModChannel *getModChannel(const std::string &channel);
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// Send block to specific player only
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bool SendBlock(session_t peer_id, const v3s16 &blockpos);
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// Bind address
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Address m_bind_addr;
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