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authorNer'zhul <nerzhul@users.noreply.github.com>2016-10-30 14:53:26 +0100
committerGitHub <noreply@github.com>2016-10-30 14:53:26 +0100
commit9d25242c5c1411d692254cf910345d51c9a24fa3 (patch)
treeedec8475b32562379d463757e77031bdc994e971 /src/environment.cpp
parentd43326021a9a7def27773ed1f7ec01992ed3abf6 (diff)
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PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
Diffstat (limited to 'src/environment.cpp')
-rw-r--r--src/environment.cpp35
1 files changed, 20 insertions, 15 deletions
diff --git a/src/environment.cpp b/src/environment.cpp
index ecda1b6a4..13c64b37c 100644
--- a/src/environment.cpp
+++ b/src/environment.cpp
@@ -608,9 +608,8 @@ void ServerEnvironment::saveLoadedPlayers()
for (std::vector<RemotePlayer *>::iterator it = m_players.begin();
it != m_players.end();
++it) {
- RemotePlayer *player = static_cast<RemotePlayer*>(*it);
- if (player->checkModified()) {
- player->save(players_path, m_gamedef);
+ if ((*it)->checkModified()) {
+ (*it)->save(players_path, m_gamedef);
}
}
}
@@ -623,7 +622,7 @@ void ServerEnvironment::savePlayer(RemotePlayer *player)
player->save(players_path, m_gamedef);
}
-RemotePlayer *ServerEnvironment::loadPlayer(const std::string &playername)
+RemotePlayer *ServerEnvironment::loadPlayer(const std::string &playername, PlayerSAO *sao)
{
bool newplayer = false;
bool found = false;
@@ -641,7 +640,8 @@ RemotePlayer *ServerEnvironment::loadPlayer(const std::string &playername)
std::ifstream is(path.c_str(), std::ios_base::binary);
if (!is.good())
continue;
- player->deSerialize(is, path);
+
+ player->deSerialize(is, path, sao);
is.close();
if (player->getName() == playername) {
@@ -657,11 +657,13 @@ RemotePlayer *ServerEnvironment::loadPlayer(const std::string &playername)
<< " not found" << std::endl;
if (newplayer)
delete player;
+
return NULL;
}
- if (newplayer)
+ if (newplayer) {
addPlayer(player);
+ }
player->setModified(false);
return player;
}
@@ -1271,12 +1273,16 @@ void ServerEnvironment::step(float dtime)
i != m_players.end(); ++i) {
RemotePlayer *player = dynamic_cast<RemotePlayer *>(*i);
assert(player);
+
// Ignore disconnected players
if (player->peer_id == 0)
continue;
+ PlayerSAO *playersao = player->getPlayerSAO();
+ assert(playersao);
+
v3s16 blockpos = getNodeBlockPos(
- floatToInt(player->getPosition(), BS));
+ floatToInt(playersao->getBasePosition(), BS));
players_blockpos.push_back(blockpos);
}
@@ -1584,7 +1590,7 @@ u16 ServerEnvironment::addActiveObject(ServerActiveObject *object)
Finds out what new objects have been added to
inside a radius around a position
*/
-void ServerEnvironment::getAddedActiveObjects(RemotePlayer *player, s16 radius,
+void ServerEnvironment::getAddedActiveObjects(PlayerSAO *playersao, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &added_objects)
@@ -1594,7 +1600,6 @@ void ServerEnvironment::getAddedActiveObjects(RemotePlayer *player, s16 radius,
if (player_radius_f < 0)
player_radius_f = 0;
-
/*
Go through the object list,
- discard m_removed objects,
@@ -1602,20 +1607,21 @@ void ServerEnvironment::getAddedActiveObjects(RemotePlayer *player, s16 radius,
- discard objects that are found in current_objects.
- add remaining objects to added_objects
*/
- for(ActiveObjectMap::iterator i = m_active_objects.begin();
+ for (ActiveObjectMap::iterator i = m_active_objects.begin();
i != m_active_objects.end(); ++i) {
u16 id = i->first;
// Get object
ServerActiveObject *object = i->second;
- if(object == NULL)
+ if (object == NULL)
continue;
// Discard if removed or deactivating
if(object->m_removed || object->m_pending_deactivation)
continue;
- f32 distance_f = object->getBasePosition().getDistanceFrom(player->getPosition());
+ f32 distance_f = object->getBasePosition().
+ getDistanceFrom(playersao->getBasePosition());
if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
// Discard if too far
if (distance_f > player_radius_f && player_radius_f != 0)
@@ -1637,7 +1643,7 @@ void ServerEnvironment::getAddedActiveObjects(RemotePlayer *player, s16 radius,
Finds out what objects have been removed from
inside a radius around a position
*/
-void ServerEnvironment::getRemovedActiveObjects(RemotePlayer *player, s16 radius,
+void ServerEnvironment::getRemovedActiveObjects(PlayerSAO *playersao, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &removed_objects)
@@ -1647,7 +1653,6 @@ void ServerEnvironment::getRemovedActiveObjects(RemotePlayer *player, s16 radius
if (player_radius_f < 0)
player_radius_f = 0;
-
/*
Go through current_objects; object is removed if:
- object is not found in m_active_objects (this is actually an
@@ -1675,7 +1680,7 @@ void ServerEnvironment::getRemovedActiveObjects(RemotePlayer *player, s16 radius
continue;
}
- f32 distance_f = object->getBasePosition().getDistanceFrom(player->getPosition());
+ f32 distance_f = object->getBasePosition().getDistanceFrom(playersao->getBasePosition());
if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
if (distance_f <= player_radius_f || player_radius_f == 0)
continue;