1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

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
This commit is contained in:
Ner'zhul 2016-10-30 14:53:26 +01:00 committed by GitHub
parent d43326021a
commit 9d25242c5c
18 changed files with 353 additions and 335 deletions

View file

@ -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;