diff options
Diffstat (limited to 'src/ClientHandle.cpp')
-rw-r--r-- | src/ClientHandle.cpp | 146 |
1 files changed, 73 insertions, 73 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp index 1a99fa300..2a1ae2357 100644 --- a/src/ClientHandle.cpp +++ b/src/ClientHandle.cpp @@ -566,6 +566,21 @@ void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::Priori +void cClientHandle::HandleAnimation(const bool a_SwingMainHand) +{ + if (cPluginManager::Get()->CallHookPlayerAnimation(*m_Player, a_SwingMainHand ? 0 : 1)) + { + // Plugin disagrees, bail out: + return; + } + + m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, a_SwingMainHand ? EntityAnimation::PlayerMainHandSwings : EntityAnimation::PlayerOffHandSwings, this); +} + + + + + void cClientHandle::HandleNPCTrade(int a_SlotNum) { // TODO @@ -757,62 +772,6 @@ void cClientHandle::HandlePlayerAbilities(bool a_IsFlying, float FlyingSpeed, fl -void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, bool a_IsOnGround) -{ - if (m_Player->IsFrozen()) - { - // Ignore client-side updates if the player is frozen - return; - } - - Vector3d NewPosition(a_PosX, a_PosY, a_PosZ); - Vector3d OldPosition = GetPlayer()->GetPosition(); - auto PreviousIsOnGround = GetPlayer()->IsOnGround(); - - #ifdef __clang__ - #pragma clang diagnostic push - #pragma clang diagnostic ignored "-Wfloat-equal" - #endif - - if ( - (OldPosition == NewPosition) && - (PreviousIsOnGround == a_IsOnGround) - ) - { - // Nothing changed, no need to do anything - return; - } - - #ifdef __clang__ - #pragma clang diagnostic pop - #endif - - // If the player has moved too far, "repair" them: - if ((OldPosition - NewPosition).SqrLength() > 100 * 100) - { - LOGD("Too far away (%0.2f), \"repairing\" the client", (OldPosition - NewPosition).Length()); - SendPlayerMoveLook(); - return; - } - - if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*m_Player, OldPosition, NewPosition, PreviousIsOnGround)) - { - SendPlayerMoveLook(); - return; - } - - // TODO: should do some checks to see if player is not moving through terrain - // TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too - - m_Player->SetPosition(NewPosition); - m_Player->SetTouchGround(a_IsOnGround); - m_Player->UpdateMovementStats(NewPosition - OldPosition, PreviousIsOnGround); -} - - - - - void cClientHandle::HandlePluginMessage(const AString & a_Channel, const ContiguousByteBufferView a_Message) { if (a_Channel == "REGISTER") @@ -1342,7 +1301,7 @@ void cClientHandle::FinishDigAnimation() -void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, eHand a_Hand) +void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, bool a_UsedMainHand) { // This function handles three actions: // (1) Place a block; @@ -1359,8 +1318,8 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e // E.g., when opening a chest with a dirt in hand, if the plugin rejects opening the chest, the dirt will not be placed. // TODO: We are still consuming the items in main hand. Remove this override when the off-hand consumption is handled correctly. - a_Hand = eHand::hMain; - const cItem & HeldItem = (a_Hand == eHand::hOff) ? m_Player->GetInventory().GetShieldSlot() : m_Player->GetEquippedItem(); + a_UsedMainHand = true; + const cItem & HeldItem = a_UsedMainHand ? m_Player->GetEquippedItem() : m_Player->GetInventory().GetShieldSlot(); cItemHandler * ItemHandler = cItemHandler::GetItemHandler(HeldItem.m_ItemType); // TODO: This distance should be calculated from the point that the cursor pointing at, instead of the center of the block @@ -1369,7 +1328,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e auto CursorPos = Vector3i(a_CursorX, a_CursorY, a_CursorZ); double Dist = (Vector3d(ClickedBlockPos) + Vector3d(0.5, 0.5, 0.5) - m_Player->GetEyePosition()).Length(); FLOGD("HandleRightClick: {0}, face {1}, Cursor {2}, Hand: {3}, HeldItem: {4}; Dist: {5:.02f}", - ClickedBlockPos, a_BlockFace, CursorPos, a_Hand, ItemToFullString(HeldItem), Dist + ClickedBlockPos, a_BlockFace, CursorPos, a_UsedMainHand, ItemToFullString(HeldItem), Dist ); // Check the reach distance: @@ -1518,25 +1477,66 @@ void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsO -void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, float a_Rotation, float a_Pitch, bool a_IsOnGround) +void cClientHandle::HandlePlayerMove(double a_PosX, double a_PosY, double a_PosZ, bool a_IsOnGround) { - HandlePlayerPos(a_PosX, a_PosY, a_PosZ, a_IsOnGround); - HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround); -} + if (m_Player->IsFrozen()) + { + // Ignore client-side updates if the player is frozen: + return; + } + const Vector3d NewPosition(a_PosX, a_PosY, a_PosZ); + const Vector3d OldPosition = GetPlayer()->GetPosition(); + const auto PreviousIsOnGround = GetPlayer()->IsOnGround(); +#ifdef __clang__ +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wfloat-equal" +#endif + if ( + (OldPosition == NewPosition) && + (PreviousIsOnGround == a_IsOnGround) + ) + { + // Nothing changed, no need to do anything: + return; + } +#ifdef __clang__ +#pragma clang diagnostic pop +#endif -void cClientHandle::HandleAnimation(int a_Animation) -{ - if (cPluginManager::Get()->CallHookPlayerAnimation(*m_Player, a_Animation)) + // If the player has moved too far, "repair" them: + if ((OldPosition - NewPosition).SqrLength() > 100 * 100) { - // Plugin disagrees, bail out + LOGD("Too far away (%0.2f), \"repairing\" the client", (OldPosition - NewPosition).Length()); + SendPlayerMoveLook(); + return; + } + + if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*m_Player, OldPosition, NewPosition, PreviousIsOnGround)) + { + SendPlayerMoveLook(); return; } - m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, static_cast<char>(a_Animation), this); + // TODO: should do some checks to see if player is not moving through terrain + // TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too + + m_Player->SetPosition(NewPosition); + m_Player->SetTouchGround(a_IsOnGround); + m_Player->UpdateMovementStats(NewPosition - OldPosition, PreviousIsOnGround); +} + + + + + +void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, float a_Rotation, float a_Pitch, bool a_IsOnGround) +{ + HandlePlayerMove(a_PosX, a_PosY, a_PosZ, a_IsOnGround); + HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround); } @@ -1717,20 +1717,20 @@ void cClientHandle::HandleUseEntity(UInt32 a_TargetEntityID, bool a_IsLeftClick) -void cClientHandle::HandleUseItem(eHand a_Hand) +void cClientHandle::HandleUseItem(bool a_UsedMainHand) { // Use the held item without targeting a block: eating, drinking, charging a bow, using buckets // In version 1.8.x, this function shares the same packet id with HandleRightClick. // In version >= 1.9, there is a new packet id for "Use Item". // TODO: We are still consuming the items in main hand. Remove this override when the off-hand consumption is handled correctly. - a_Hand = eHand::hMain; - const cItem & HeldItem = (a_Hand == eHand::hOff) ? m_Player->GetInventory().GetShieldSlot() : m_Player->GetEquippedItem(); + a_UsedMainHand = true; + const cItem & HeldItem = a_UsedMainHand ? m_Player->GetEquippedItem() : m_Player->GetInventory().GetShieldSlot(); cItemHandler * ItemHandler = cItemHandler::GetItemHandler(HeldItem.m_ItemType); cWorld * World = m_Player->GetWorld(); cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager(); - LOGD("HandleUseItem: Hand: %d; HeldItem: %s", a_Hand, ItemToFullString(HeldItem).c_str()); + LOGD("HandleUseItem: Hand: %d; HeldItem: %s", a_UsedMainHand, ItemToFullString(HeldItem).c_str()); if (PlgMgr->CallHookPlayerRightClick(*m_Player, -1, 255, -1, BLOCK_FACE_NONE, 0, 0, 0)) { |