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-rw-r--r--src/ClientHandle.cpp146
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))
{